How to Sculpt Facial Features in ZBrush(1)

If you want to make realistic characters, the bones are the most important part. Improving knowledge of Anatomy is a very important skill. In this article, the TPN-Accredited CPU/GPU cloud render farm, Fox Renderfarm will share with you a tutorial about how to sculpt facial features in ZBrush.

The knowledge of Anatomy is equally important for making realistic characters and cartoon-style characters. No matter what method is used to make the model, although we cannot see the underlying bones, muscles, and cartilage, only if these parts are deconstructed correctly can the model be displayed in a formal way. In this passage, I will show how to use ZBrush to build a head model and sculpt the underlying muscles and bones.

1. Head Modeling

How to Sculpt Facial Features in ZBrush

Before making the head model, draw the basic shape on the bones, then sculpt the main muscle and cartilage parts, such as ears, brow bones, mouth, etc., and then perfect the rest. First, use the basic model to build the top muscle, and then click the Append button under the Subtools menu to select a sphere in the pop-up window.

At this point the sphere has been added to the list of sub tools, select it and start by activating symmetry (the X key on the keyboard), and then use the Scale and Move tools to place it on the correct position of the skull: use the button at the top, click and drag the model to draw a transposed line, then use to move the line and adjust the size of the sphere.

Under the Geometry option, click the DynaMesh button to create a dynamic mesh. This function can update the model changes in real-time according to our work. If necessary, just Ctrl-drag the canvas, and ZBrush will calculate the new mesh that changes at any time.

2. Transparency Setting

How to Sculpt Facial Features in ZBrush

Click the Transp button on the right to adjust the transparency of the mesh until you see the skull under the sphere. This function is very useful when sculpting the model. It can provide a reference point. If we want to adjust the opacity/transparency level, we can use the sliding bar in the priority setting under the drawing menu to achieve.

Next, we can adjust the sphere on the skull. First, use the MOVE brush to draw a basic shape, and then stretch the mesh in DynaMesh mode. If necessary, we can hold down the Ctrl key and click and drag the canvas to update the mesh. If we feel that there are not enough polygons that can be used reasonably, we can increase the resolution.

Adjust the mesh on the back of the head, which is very close to the skull because the skin on the head is very thin.

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ZBrush Tutorial: A Sharing of 3D Stylized Cheongsam Women
ZBrush Tutorial: A Sharing of 3D Stylized Cheongsam Women
In this article, Fox Renderfarm, the best cloud rendering provider and render farm, will share with you Pierson Pang's works of stylized cheongsam girl and approximate production process and experience.Pierson Pang is a 3D character designer who has participated in many AAA realistic and stylized projects in Europe and America, specializing in European and American cartoons and realism.!A Sharing of 3D Stylized Cheongsam Women 1© Pierson PangHe mainly uses the software ZBrush and Blender. Use the sculpting software ZBrush with the emerging set of modeling to render in Blender, can maximize the production efficiency.First look at the final result:!A Sharing of 3D Stylized Cheongsam Women 2© Pierson Pang!A Sharing of 3D Stylized Cheongsam Women 3© Pierson Pang!A Sharing of 3D Stylized Cheongsam Women 4© Pierson Pang 1. Ideas and Reference CollectionPierson initially wanted to do an exercise in generalizing the female body. He combined Chinese femininity and chose the cheongsam for the costume. But at the same time, he wanted to maximize the female form, so made a little change to the cheongsam's shape. Because there was no specific original drawing, he looked for some reference drawings that fit the image in his mind before making it.He looked for exaggerated anatomical drawings of the form as well as fashion show type for reference, which determined the final direction of the character's temperament. Although there are often improvised ideas in future productions, they are within the larger framework. That's why accurate reference is important, as it guides the right production direction.!A Sharing of 3D Stylized Cheongsam Women 5© Pierson Pang 2. Making the ModelCompared with realistic characters, the model of stylized characters requires more general refinement and exaggeration of human silhouette structure and muscle anatomy, and focuses on the overall relationship of sparseness, rhythm and hierarchy of the character. And the stylized character will first discard the irrelevant details.A little advice for beginners:If you want to exercise sensitivity to body type, then you can do a lot of body type generalization exercises at first, including various body types (fat, thin, women of various body proportions). Like the following figure: this combination of deformation through the simplest of spheres will maximize the removal of details, thus focusing all attention on the characteristics of the shape itself. Strengthening this exercise will quickly improve one's ability to capture the shape. The same applies to the character's face, which will be more delicate and faint compared to the larger forms.!A Sharing of 3D Stylized Cheongsam Women 6© Pierson PangBack to the cheongsam girl, Pierson did volumetric generalization on the body shape (elbow joint, knee joint, interpolation generalization between each muscle), emphasizing the contrast between the block structure and the curves of the legs and upper arms. In the profile form, the fullness and curves of the arms and thighs need to be noted.For blocky hair, you need to pay attention to its rhythmic contrast such as sparse and dense layers. The volume structure of the face is mixed with softness and hardness, so it needs to be interspersed to deal with it.Regarding facial treatment, there are various styles of cartoonish block treatment depending on the project.Pierson's way is a combination of soft and blocky interspersed treatment, meaning that there is a sense of breathing. In fact, this sense of breathing is throughout the body in his work. How to grasp the overall rhythm? How to choose the detailed contrast of the specific partial rhythm under the overall rhythm is needed to be carefully examined.!A Sharing of 3D Stylized Cheongsam Women 7© Pierson PangAfter the model is almost done, you can directly use ZBrush to paint the vertex color to observe the character effect.Pierson has always felt that the white model does not represent the end of the high modeling stage. The top color is needed to judge the character's temperament, and painting the top color usually requires learning more about women's makeup. The choice of eye shadow type, the choice of lipstick number, what kind of character positioning and temperament they correspond to, are all very sophisticated and also exercise aesthetics. So you can observe more during your day. The aesthetics of a character's final effect is very important. The software and method skills are all auxiliary. The level of completion of the vertex color can be based on your own preferences, as long as you can roughly express the feeling of the character on the line, or to handle finely, as a base for post mapping.In ZBrush, you can use the skin material ball to observe the effect, as follows:!A Sharing of 3D Stylized Cheongsam Women 8© Pierson PangAfter the Tpose effect is determined, use ZBrush's Transpose Master to give the character a pose, but many people prefer to use DAZ to make it because it is more convenient. Transpose Master is more difficult to pose with, but can exercise dynamic anatomical ability.!A Sharing of 3D Stylized Cheongsam Women 9© Pierson PangPierson usually does not put too much effort into the practice of low-poly modeling and the process behind it, as long as it can express the effect he wants to achieve. Pierson used to paint the vertex color with ZBrush and import it into Blender to render the picture by using the vertex color with the material ball. Of course, it is also possible to draw mapping in a more detailed way to adjust the effect in Blender. 3. Blender RenderAbout the renderer, he earlier used Keyshort, V-Ray and such renderers, as well as Arnold, which is used by many people to do realistic rendering. Blender is a free software with less complex material and lighting properties compared to Arnold, including WYSIWYG rendering speed and render quality, which are friendly to stylized characters.Blender has two rendering methods: eevee and cycles.Eevee is Blender's real-time rendering engine, implemented using OpenGL technology to focus on speed and interactivity while achieving the goal of rendering PBR materials. Eevee can be used interactively in 3D viewports and can also generate high-quality rendering.Eevee uses the same shader nodes as cycles, making it easy to render existing scenes. For cycles users, you can use eevee to preview material effects before using cycles to render the final image to improve efficiency.Unlike cycles, eevee is not a ray tracing engine. It uses multiple algorithms via rasterization to estimate how the light acts with the object's material, while cycles is based on physical ray tracing to calculate the bounce of each ray. Although eevee is designed to use PBR shading materials, it is not perfect. Cycles renderer provides physically more accurate rendering, while Eevee uses rasterized rendering so it has significant limitations.Each of these two rendering methods has its own features and can be chosen according to your character rendering needs.You can read the official tutorials for details: are also many Blender tutorials on YouTube, such as: can check out more works of Pierson Pang at at his Artstation: Renderfarm hopes it will be of some help to you. We are an excellent cloud rendering services provider in the CG world, so if you need to find a Blender render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!*By Thepoly*
How to Make a Beautiful Riverside Town in 3D
How to Make a Beautiful Riverside Town in 3D
Find ReferenceHow did I find my reference? Actually, when it comes to riverside towns, the scenery of many places in China can be used as a reference. Here I found a lot of references around Wuzhen, which impressed me the most. I found a lot of reference pictures on the Internet, and found a 1.5-hour video of walking around the city on a video website to take a screenshot from it.!How to Make a Beautiful Riverside Town 2 StylingI first created the basic shape of each building in Blender, that is, the white film, and determined a series of settings such as camera position, focal length, aperture, etc.!How to Make a Beautiful Riverside Town 3There are a lot of boards in this scene, which is too time-consuming and cumbersome to place alone, so I chose to use blueprints to control them, place resources along splines, and randomly select meshes, positions, rotations, and zooms, which can improve my work efficiency a lot. In the scene, wood walls, docks, pillars, obstacles, and roof supports can also be controlled in the same way.!How to Make a Beautiful Riverside Town 4!How to Make a Beautiful Riverside Town 5!How to Make a Beautiful Riverside Town 6!How to Make a Beautiful Riverside Town 7 Creating Template AssetsI made several attempts to create a plank asset for the project. Sculpt them in ZBrush, then topology them in Blender, use auto UV, and texture them in Substance 3D Painter with Smart Materials.The dust above is crafted in the UE to make them look more random and reduce some repetition.!How to Make a Beautiful Riverside Town 8!How to Make a Beautiful Riverside Town 9After that I created a second set of boards, which are just textured boxes to add variety to the scene and are not used in important places in the scene.!How to Make a Beautiful Riverside Town 10Here are the main assets:!How to Make a Beautiful Riverside Town 11 The RoofThe roof takes up a large part of the scene, and most importantly, the composition of the scene. Even if the number is large, they all have to look rich and also adapt to complex shapes. First, I sculpted 3 tiles of different sizes in ZBrush and broke each of them a little. Based on these 6 tiles, I combined them into a 2x2m tileable mesh. For smaller buildings, this is pretty much all I use. For larger buildings, I just duplicate the mesh and twist it slightly.The subsequent treatment is very similar to the wood treatment, so I won't go into too much detail here.!How to Make a Beautiful Riverside Town 12!How to Make a Beautiful Riverside Town 13For the top of the roof, I looked at five sets of reference pictures of the roof and copied them. I made another asset pack that also included smaller props and poles for building and dock supports.!How to Make a Beautiful Riverside Town 14 Separate AssetsOnce the planks and roof have been made, 90% of the scene can be built, and the rest can be done pretty fast, which is just regular PBR process.!How to Make a Beautiful Riverside Town 15!How to Make a Beautiful Riverside Town 16After that, a simple simulation of the fabric is carried out, and then the texture is drawn. You can adjust the points according to the effect.For the chimney, I used texture displacement. I downloaded the brick and pavement textures from Bridge, made a simple chimney shape from the concept, and applied the displacement to it. Before proceeding, I checked in the engine whether the proportions of the bricks looked right in the scene, and adjusted the UV in Blender if necessary. Once satisfied with the proportions, I apply the modifier and use the Scraper tool in Blender's Sculpture mode to remove jagged edges from the edges. If you find something missing, you can make it yourself or go to the asset mall to download it.!How to Make a Beautiful Riverside Town 17 Scene ConstructionThen here comes the process of replacing the white film with assets. After the first material iteration, I found that many places were strange and unreasonable, so I made adjustments to some small places.!How to Make a Beautiful Riverside Town 18!How to Make a Beautiful Riverside Town 19When making roofs, I found that straight roofs are not suitable for medium-sized buildings, so use splines to bend them. Pay special attention to turn off Nanite at this time, as it does not support any type of deformation. You can use some irregularly shaped objects to break its silhouette, but just to remember it should be reasonable in the scene.!How to Make a Beautiful Riverside Town 20!How to Make a Beautiful Riverside Town 21 Post ProcessingThe smoke effect is done with UE. Smoke from the chimney, made with Niagara, has the same settings for noise and fog, increases the initial speed of the wind, and expands with the life cycle, becoming more transparent from start to finish, with colors ranging from dark to light.!How to Make a Beautiful Riverside Town 22!How to Make a Beautiful Riverside Town 25 WaterWater is just a flat surface with a normal map on it, and its UV moves in two opposite directions on the map, creating the effect of water flowing.!How to Make a Beautiful Riverside Town 24Then add the effect of ray tracing:!How to Make a Beautiful Riverside Town 23That’s all! Fox Renderfarm hopes it will be of some help to you. As a powerful render farm, we are dedicated to providing cloud rendering services in the CG industry. If you are looking for a fast rendering solution for your 3D software, try Fox Renderfarm! We offer a free $25 trial for new users. Thanks for reading!*Author: Thepoly*
ZBrush Tutorial: Turning Images Into 3D Relief Models
ZBrush Tutorial: Turning Images Into 3D Relief Models
2.Click alpha-import and select the black and white image you just imported.!ZBrush Tutorial Turning Pictures into Relief Models 33.After input, Flip H/Flip V is the horizontal/vertical inversion switch. Rotate (rotation) and Invers (black and white inversion) can be used. MRes is the resolution of the generated model, here choose 2048. MDep is the model thickness, MSm is the degree of smoothing, DblS is the single and double-sided switch.4.When the settings are finished, click Make 3D (Generate 3D Model) and a solid carved model with thickness will be generated.!ZBrush Tutorial Turning Pictures into Relief Models 45.Click Arraymesh in the menu bar, set the number of models (repeat) to 4. Click Rotate (select), set the number of degrees of y-axis rotation to 180.!ZBrush Tutorial Turning Pictures into Relief Models 56.Click Make Mesh to generate the following model.!ZBrush Tutorial Turning Pictures into Relief Models 67.You can also use the above method to import the height map of the stone.!ZBrush Tutorial Turning Pictures into Relief Models 78.We can see the following texture effect created in ZBrush.!ZBrush Tutorial Turning Pictures into Relief Models 8ZBrush can make a variety of textures and material effects, such as walls, stones, etc., by converting images to relief. Fox Renderfarm hopes it will be of some help to you. It is well known that Fox Renderfarm is an excellent cloud rendering services provider in the CG world, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!
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