ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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142 chapter 4 ■ ZBrush for Detailing



  1. Once the stencil is placed, turn off Show under the Stencil menu to
    make your sculpting easier to see. I find it difficult to work with the
    Stencil visible; turning off Show keeps the stencil active but only
    shows it when you press the spacebar.

  2. Change to Alpha 1 and keep the DragRect stroke on. Set the
    ZIntensity to 5. Draw a stroke on the model. The stroke will be very
    light because of the low ZIntensity. Use the Replay Last command
    under the Stroke menu to gradually build up the detail. The stroke
    will repeat and increment the depth of the eye wrinkles (Figure 4.49).
    You can continue to replay the last stroke to build up the wrinkles to
    an appropriate depth. 1 is the hotkey for the Repeat Last operation.
    Whenever you are using alphas as texture stamps, be sure to go
    back over the detail freehand sculpting. This helps tie the texture together
    with other areas of the face and avoids a “stamped” look. Here I have
    feathered the wrinkles at the corner of the eye and added a sense of direc-
    tion and flow that follows the secondary forms of the head in this area.


Wrinkle Dynamics
When you’re sculpting skin details like pores and wrinkles, keep in mind certain aspects of
how these tertiary forms tend to flow on the skin. The skin has a tendency to wrinkle in the
opposite direction of the muscle fibers beneath. Take the mouth area, for instance. As you
may recall from Chapter 2, “Sculpting in ZBrush,” the mouth muscle, the orbicularis oris,
runs around the mouth in a circular pattern (Figure 4.50). The primary wrinkles around the
mouth should radiate out and transverse the direction of the mouth muscles (Figure 4.51).
Wrinkles also have a tendency to be broken, sketchy lines and not straight grooves
carved into the skin (Figure 4.52). Be careful not to make the wrinkles too deep or too
regular. Crosshatch them with secondary wrinkles that run in the opposite direction. When
crosshatching wrinkles, give consideration to line weight (Figure 4.53).

Figure 4.49 The eye wrinkles
sculpted in


Figure 4.50 The orbicularis oris
muscle around the mouth. Wrinkles
in this area tend to run against the
direction of this muscle; as a result,
they radiate out from the mouth.


Figure 4.51 Mouth wrinkles run
transverse to the muscle fibers.

Figure 4.52 Notice how the wrinkles
in this image are composed of several
broken, sketchy lines. Also notice
how some are more visible than oth-
ers. This disparity in heaviness is
known as line weight.
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