I’ve continued my explorations into the ZBrush universe and this is what popped out. I love the freedom to just mindlessly sculpt in this application. Hope you enjoy it.
I’ve been into improving my ZBrush skills for about a week now I can say this software is truly amazing and will for sure improve my existing workflow. It’s so nice not having to fight the software, and I’m feeling free in the application and have found myself thinking more like a traditional sculptor. Yes, I am really having fun! :)
While working on this piece I realized I have to think a little bit more about topology of the base mesh, before jumping into the the finer detail sculpting. This will be less of a problem when I get into importing my meshes I create in LightWave, as I am very careful with the topology modeling in LightWave. But this sculpt was, like my second doodle two days ago, made completely inside of ZBrush, with the base mesh built from ZSpheres. When working with the details around the eyelid area as well as the genitals I realized I didn’t have enough polygons driving the sculpt in the background to be able to work as precise as I needed to do there. I could divide the mesh another time, but then I would get a great deal of details added to areas where I didn’t need it. Waste of resources in other words.
Well, this was doodle number three, so I am still learning, and on my next ZB doodle I’ll not make this mistake again, and make sure I put denser details in the areas where I need it from the beginning. Here is some screenshots from the different stages. ZSpheres -> Adaptive skinning -> Sculpting in the details -> Render in a clay material.
Gonna read up a bit on working with topology inside ZBrush next, to have better control of my sculpts I create inside ZBrush, and see what I come up with next.
ZBrush sculpting music: Koop – Waltz for Koop