ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

(vip2019) #1

100 chapter 3 ■ Designing a Character Bust


This exercise will make use of Subtool Master. Make sure you install this plug-in before
you begin.


  1. For the horn, you’ll use a spiral primitive. You can use any imported mesh, but the spi-
    ral is close to the shape we want, so it is faster to create the horn from a ZBrush primi-
    tive. From the main Tool menu, select the Spiral3D tool; draw the spiral on the canvas
    and enter Edit mode by pressing the T key.

  2. Under Tool → Initialize, change the following settings to alter the shape of the horn to
    what you need for this character:
    Coverage: 619
    SDisp: 3.10
    SDivide: 9

  3. In order for you to merge this horn ZTool into the creature ZTool, it must have the
    same number of subdivisions. This is so ZBrush can divide and lower the meshes
    together and let you retain your subdivision levels after inserting new geometry. If
    the two tools had different numbers of levels, ZBrush could not step them back down
    together had you lowered subdivision levels. The creature head is currently five subdi-
    vision levels. With the Spiral3D tool active, click Make PolyMesh3D under the Tool
    menu to create a new horn mesh.

  4. Return to the creature head by selecting it from the Tool menu. At this stage, you want
    to append the polymesh horn into the creature tool as a subtool, and then scale and
    place it where you want it. Click Tool → Subtool → Append and select the
    polymesh horn from the Tool palette popup. Be sure to select the PM3D version and
    not the original ZBrush primitive. Doing so will add the horn as a subtool.

  5. Activate the subtool by selecting it from the Subtool list (Figure 3.45). Use the Transpose,
    Move, Rotate, and Scale buttons at the top of the screen to move the horn into place.
    Be sure to sink it slightly into the surface of the head.


Figure 3.45 The horn is now added as a subtool.
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