ZBRUSH Character Sculpting Human Anatomy, Part 2: Character Basic Figure 1



Part 1 of the Character Basic Figure Series.

Process of converting ZSpheres to Adaptive Skin Mesh, and first stage of sculpting.

Software used:
ZBrush 4R7 x64.
Camtasia Studio.

Brushes used: Standard, Flatten, H-Polish, Move Topological, Smooth.

Topics: Masking, Selections, Transpose Tool use, Wireframes, Anatomical Forms, Anatomical Nomenclature, Anatomical Gesture, Anatomical Proportions.

This tutorial was recorded to complement and re-enforce what was learned in class (sessions 2 & 3).

AVE-313B Organic Modeling
Ex’pression College.

This video was recorded outside of class in the author’s private studio.

source

4 Comments

  • Rooster-Sama

    27 Tháng Sáu, 2020 - 6:01 sáng

    yes now ı am at the second tuto. ı did my hands right way 😀

  • Kazumanyaa

    27 Tháng Sáu, 2020 - 6:01 sáng

    really nice vid but i kinda have a problem. firstly, how come your zsphere skin at the beginning of this part is much smoother and human-like looking than the one at the end of part 1? for example, the hands and feet are now slimmer and smoother when skinned, but in the previous part they look like big balls

    also, how do you change the mesh color from red to grey?

  • shrekislove1289

    27 Tháng Sáu, 2020 - 6:01 sáng

    I have a problem with my symmetry.. when I try to make changes to a polygon, the opposite side doesnt make changes to the same side but a little to the side.. for example if I were to make changes to the big toe the opposite toe doesnt get changed but changes occur on the area arround the toe but not on the toe.

  • Nawang Sherpa

    27 Tháng Sáu, 2020 - 6:01 sáng

    why do u work on topolgy when it can easily achievd with zremesher?nice video.thanks.

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