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Now that we've got a nice start on the front, its a good
time to ZSketch the actual eye cavities. Position the model so you
can clearly see the back of the eye cavity placeholder spheres.
Using
the 'Sketch 2' brush, lay down both a horizontal stroke and a vertical stroke
along the back surface of the eye cav-
ity placeholder spheres
Now, rotate back to the front and delete the eye cavity placeholder spheres by holding down the 'Alt' key and simply clicking on one of them. If you do not see them disappear immediately, you may need to rotate your camera a bit in order for the changes to update on the canvas.
Switch back to the 'Sketch 1' brush and begin filling in the gaps until you have two full eye cavities. Use the 'PushPull' brush to help round out the final shape.
Alright, this skull needs a jaw bone! Once again, select the 'Armature' brush and start to rough in the basic shape of the jaw.
Using all of the previous ZSketching techniques, fill in
the volume of the jaw.

Many times, it is beneficial to use a bigger brush size
for creating larger shapes, like the back of a skull. You will definitely end up with a cleaner mesh for sculpting if the ZSketch
is not riddled with too many unnecessary strokes.
However,
remember that we will be refining all these shapes when we do sculpt them so
don't get bogged down or discouraged in trying to create that one perfect ZSketch
stroke that is going to represent the entire back half of the skull.
Continue to the next post
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