#How to deselect zmodeler 3 skin#
To break up the secondary forms more, I use the Inflate brush with Alpha63 and Depth Gravity Strength set to 60.Īdd surface noise to the skin before beginning to sculpt details So, in some places, I make use of the Morph brush and masked areas.
It's best to start with a lower subdivision and increase it each time you add more noise, but this might inflate the model each time. Each time I apply the surface noise to the mesh I lower the noise scale and increase the noise strength. Start with the higher noise scale and lower strength. The model's now ready for adding micro details like skin wrinkles and pores!īefore going into fine details, I distort the model a little bit with some surface noise. Make sure you also store the Morph Target. Now I bring back retopologized mesh back into ZBrush and assign some polygroups for later use of the hide/show function and UV mapping. Making sure we set the correct scale in Maya If I don't do this step now, I'll have trouble getting perfect displacement effects, lighting and rigging later. I usually set the unit of measurement to feet and scale the figure to match the height I'm looking for. If the figure is six feet tall, then we should scale it to that measurement. Now I import into Maya, one of the most important steps to do is setting the scale of the mesh. But before exporting, under the 'Export' section of the Tools menu, deselect 'Grp'. For topology I primarily use ZBrush's ZRemesher for the body, and then take the mesh into Maya. Using this technique, I create all the secondary forms, like bony landmarks and muscle fibers. To build up secondary forms, I love to use the Clay Buildup brush in combination with Alpha06.
Using the Standard, Move, Snake Hook, Inflate and Smooth brushes, I create the basic form of the figure, as pictured.
If it's a personal project I always start from a DynaMesh sphere in ZBrush. I tend to use my memory for anatomy sculpting for a little stylization, but whenever I get confused I turn to references. For the character himself, I collected some anatomy references from the internet, using Google and Pinterest. They'll be used to design the armor details later.
#How to deselect zmodeler 3 plus#
Keeping that in mind, plus collecting some shape references and design motifs of 'elements' such as wind and fire, I created these motifs. In this tutorial I will try to explain how I started in ZBrush and ended up rendering in Mantra.īlizzard Entertainment's characters have always inspired me, and I'm a big fan of all The Lord of the Rings films, so whenever I plan a character these kinds of detailed ideas pop out from the back of my head. The purpose of making Khlotharius involved a few things, including testing my character rigging pipeline and transferring the whole light and shade pipeline from Maya to Houdini's Mantra renderer.