
1. IntroductIon
I don't know many artists out there who would rather
extrude edges all day than have the ability to mold and sculpt organic, digital clay, quickly and efficiently creating any
shape the heart desires. With ZBrush 3.5 and the astounding new ZSketch
features, this idea has now become a reality. The following
tutorial is a quick glimpse
at one of the many work flows for using ZSketch to create a study of the human
head. My hope is that you will be inspired
to take the processes and ideas shared
in this tutorial and expand upon them with other, far more awesome creations of your own!
Be sure to check out «Sketching
with ZSpheres Basics» in the Pixologic ZClassroom Homeroom to help familiarize
yourself with the basic functionality of all the different ZSketch tools.
2. the Skull

Lets begin by loading a new ZSphere onto the canvas.
To do this, simply select the 'ZSphere' button located in the 'Tool' palette.
Once the ZSphere is drawn onto the canvas, make sure that
the 'Edit' button, located on the top left hand side of your screen, is toggled on. You
can also enter in to/out of «edit mode» by hitting 't' on your keyboard.
Now, hit 'x'
on your keyboard in order to turn
on symmetry in the x axis.
Sweet! A fresh new ZSphere ready to go!
To begin creating the skull, we are
going to jump straight into ZSketch mode. Go to the tab labeled 'ZSketch',
located in the 'Tool' palette. Click
the tab once to expand the ZSketch sub palette and toggle on the 'EditSketch'
button.
You
can also enter «ZSketch Mode» by simply hitting 'Shift+A' on your keyboard.
You will notice the ZSphere on your
canvas change to a smooth shaded sphere when working in ZSketch Mode. We now have full use of all of the ZSketch
brushes.
Lets add a few ZSketch spheres
onto the surface of our original ZSphere in order to start building up an
armature/base for the skull. Select the 'Sketch 3' brush.
Now, click and
hold on one side of the ZSphere, then, lightly drag your mouse in any direction
until you see two single spheres pop on to the
surface.
In most cases, while ZSketching, you will find yourself laying down long, smooth strokes, creating chains of spheres that form together like strips of clay. However, for this step, using a light touch, we can easily create single spheres, which, at the moment are exactly what we want to work with.
These first two ZSketch spheres will be used as
placeholders for the eye cavities of the skull.
Similarly, we
will be using the original ZSphere as a placeholder for the Foramen Magnum, the
hole in the base of the
skull through which the brain would connect to the spinal cord.
Go ahead and add a third sphere directly in the middle of
the original ZSphere.
To
draw exactly in the center, move the brush cursor closer to its symmetrical twin until the two snap
together as one and the brush cursor turns green.
This newest sphere we will use as a starting mass to help
fill the volume in the center of the of the skull. Think of it as a balled up wad of tin
foil that will be used as a base for adding clay.
With the three spheres now created, switch over to the
'Move' and 'Scale' tools in order to position and size them all cor-rectly. You
will find these located on the top left hand side of your screen, just to the
right side of the 'Edit' button.
Begin by scaling up the eye cavity spheres and placing
them out to the front.
Scale up the «volume» sphere as
well and place it above the original ZSphere but behind the eye cavity spheres. This sphere will be the largest, however, keep in mind that it will still need to
fit inside of the of the cranium.
Keep your brush size relatively small during the move and
scaling process. This will help make
sure that you only modify
the desired sphere(s) without effecting the others
close by.
Here you can see a more visual
representation of how the spheres should eventually fit inside of the skull.
Once you are happy with the proportions and placement of
your spheres, go ahead and switch back to «draw» mode.
Do this by selecting the 'Draw' button, located directly
to the left of the 'Move' button on the top left hand side of your screen.
Or, simply hit 'q' on your keyboard.
Now the real fun begins!
Using the 'Sketch 1' brush, begin roughing in the edges of
the eye cavities. Remember, the
smoothness of your brush stokes will directly effect how even the ZSketch spheres are drawn on the surface.
For example, a really fast brush stroke will lay down
spheres that are further apart, whereas, a slower brush stroke will
lay down spheres that are
much closer together.
I find that a nice, even stroke, somewhere in the middle
usually works the best for me.
You
can also hold down the 'Shift' key and gently smooth out/together your ZSketch
stokes.
Next, lets start roughing
in the front part of the skull. Using the 'Armature' brush,
begin shaping out the sides of the
nasal bone, continuing all the way down to the
top of the upper teeth.
Keep in mind that, while using the 'Armature' brush, the
direction of your brush stroke is
based off of the current camera
angle. Therefore, it is necessary to
constantly rotate to different angles
of your model until you find the best angle for each specific stroke.
Once you've laid down a few solid strokes with the
'Armature' brush, switch over to the
'PushPull' brush. This is a perfect
tool for refining the curvature of your armature strokes.
The 'Move' and 'Scale' tools are also still available to
help you massage your ZSketch strokes into place.
Don't forget to clean up your
ZSketch stokes using the different
smoothing brushes. When smoothing out the open ends of a well placed armature
stroke, be sure to use the 'Smooth 3' brush in order to keep the placement of
the armature intact.

As the front part of the skull
begins to take shape, go ahead and start filling in some volume in between your
main arma- ture strokes.
Using the 'Sketch 2' brush and smoothing in the results
with 'Smooth 1' works very efficiently for this. Use this brush
combination to give
the forehead some mass.
Often times you will find that
your first few ZSketch strokes are purely used for creating the volume that you
need. Then, once you have the
necessary mass, you can lay down some cleaner strokes on top to define the
final shape.
Continue to fill in gaps and block in the forms on the front of the skull.
Continue to the next post
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