ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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96 chapter 3 ■ Designing a Character Bust



  1. Now let’s take advantage of the ear polygroups to change the ear shape. Ctrl+Shift-
    click the ear to hide the head. Using the Move brush, adjust the ear shape into a more
    monstrous form (Figure 3.32).

  2. Using the Move brush, stretch the mouth back, starting to suggest a grin. At this stage,
    you can widen the neck and shoulders to give the character a muscular look (Figure 3.33).

  3. Taking advantage of the polygrouped mouth, let’s open the mouth by masking and
    moving the shapes (Figure 3.34). At this point let’s also add teeth to the model. (The
    teeth in this example were modeled by Jim McPherson.) Import them into the Tool pal-
    ette, and then append them to the model as a subtool. Using the Transpose Move and
    Scale options, place the teeth in the head. Notice that the teeth here are upside down—
    I liked the ferocity that this underbite suggested, so I left them flipped (Figure 3.35). At
    this stage also add polymesh spheres as eyeballs.


Figure 3.32 Isolating the ear and changing its shape

You can sculpt the teeth and gums indepen-
dently of each other by using one of the Move brush
variants new to ZBrush 4. The Move Parts brush will
only affect the first part you click on when working
with a single subtool composed of separate pieces, as is
the case with the teeth. The Move Parts brush allows
you to shift the teeth around and create irregularities
quickly (Figure 3.36). To sculpt on the teeth without
affecting them all at once, use polygroup masking.
You’ll find Mask By Polygroup under the Brush →
Auto Masking menu. Set the slider to 100 for any
brush, and the brush effect will be applied only to the
first polygroup you click. This is useful, for example,
when you’re trying to sculpt striations in the tooth
enamel without wanting to affect the gum tissue. For
this technique to work, the teeth and gums must have
separate polygroups (Figure 3.37). You can accomplish
this by clicking Tool → Polygroups → Auto Groups.


  1. To sculpt the forms of the ear, add another subdivision level and mask out inside the
    helix of the ear. Invert the mask, and using the Standard brush set to ZSub, carve away
    the negative space and start to introduce the ear forms (Figure 3.38). Remember to address
    the parts of the ear, as discussed in Chapter 2, “Sculpting in ZBrush.”


Figure 3.33 Creating the grin and adjusting the shape of
the shoulders

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