ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

(vip2019) #1

148 chapter 4 ■ ZBrush for Detailing


Head with neutral morph target stored


Morph brush, ZIntensity 0.5


Morph brush, ZIntensity 50


Figure 4.64 Selectively softening details with the
Morph brush. This head has the base stored as a
morph target. Using the Morph brush with varied
intensities, you can blend the texture back to 0.


Select the Morph brush from the Brush menu. Set
the ZIntensity to 5 and stroke on the surface. Notice
how this pushes details back. Now set the brush to
100% and see how it can erase details entirely.
Figure 4.65 shows the final detailed Stingerhead
character. To achieve details this sharp, you must be
able to subdivide well above 1 million polygons on your
system. As you saw in Chapter 3, this is often just a mat-
ter of dealing with an optimal base mesh. In situations
where system resources will not allow you to divide high
enough, there is an alternative, which we’ll look at in the
next section.

Figure 4.65 The final detailed Stingerhead character (green
material background by ZBrush artist Erklaerbar)

Sculpting Fine Details with HD Geometry

The detail techniques we have looked at so far relied
on getting your model subdivided as high as possible to
achieve the sharpest possible details. This works fine for
many applications, but there is a method of getting even
sharper details from your models. This technique will
Free download pdf