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Sabtu, 21 April 2012

FACIAL ANATOMY FROM ZSKETCH BY TY SHELTON CH4

This post continued from previous post



Alright, we've now got a ZSketched skull! Its time to sculpt this bad boy!


If you have not done so already, its a good idea to make sure that you save your ZTool. To do this, go to the 'Tool' palette, click the 'Save As' button and save the file with a new name.




Now we are ready to convert the ZSketch skull into a Unified Skin that we can sculpt on. Go to the tab labeled 'Unified Skin', located in the 'Tool' palette. Click the tab once to expand the Unified Skin sub palette.
Leaving all of the settings at their current, default values, go ahead and click the 'Preview' button. ZBrush will generate an exact preview of what the Unified Skin would look like if created with the current settings.




For my skull, the default settings work great.

Don't get discouraged if your skull is reacting a bit differently while creating the Unified Skin. The results will vary with every model so feel free to play with different settings until you find what works best for you.
When you are you satisfied with your preview, go ahead and click the 'Make Unified Skin' button.



The new mesh will be created and automatically stored (not saved) up in the 'Tool' palette.


Select the new mesh and draw it onto the canvas. Make sure you are in «edit mode». And finally, hit 'x' on your keyboard in order to turn on symmetry in the x axis.




Now its time for some good old fashion sculpting!

The 'mPolish' brush (m is for medium) is fantastic for smoothing and shaping the large surface areas like the top of the skull. I also use a lot of the 'ClayTubes' brush to help quickly refine areas like the eye and nasal cavities, the cheek bones, jaw, etc. As always, it is also a good idea to tidy up your work with the smooth brushes.



As you are sculpting the skull, pay attention to which areas have already started to shape up well from the ZSketch process and strive to keep all that hard work intact.



Don't forget to constantly use solid reference material as you work.




We now have a roughly finished skull that can be used as a base for building the rest of the facial anatomy!


Once again, make sure that you save out your ZTool with a new file name!






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