ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

(vip2019) #1

58 chapter 2 ■ Sculpting in ZBrush



  1. Using rakes over the entire skull, resolve the forms to a point that the major shapes
    are clearly defined. Since we’ll add muscle and skin over this skull, don’t be concerned
    with taking it to a smooth finish. We won’t add details like individual teeth since we
    just need the rounded shape of the mouth to serve as a basis for lips later. If you want
    to take the skull to a finer level of finish, use the Smooth brush with a BrushMod set-
    ting of 100 to smooth the recessed areas and reduce the rake marks on the surface.
    Figure 2.44 shows the skull to this point.
    This skull remains rough since we are only interested in the form and proportions,
    not the surface quality. If you want to refine the surface further, use the Polish brushes to
    reinforce the planes of the skull. Figure 2.45 shows the skull after a pass with the H Polish
    brush. In the next step, this skull will guide us in placing the muscles of the face as we work
    toward a realistic human head from a sphere.


Figure 2.45 The skull with refined planes

Sculpting the Muscles


In this section we will add the muscles to the skull. We’ll take a simplified look at the muscles
of the face, focusing on those major muscle groups directly influencing the surface forms.
The muscles we’ll add are shown in Figure 2.46.

Figure 2.43 The rake strokes on the
mouth area have been crosshatched.


Figure 2.44 Final skull
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