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
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
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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