How to Sculpt Facial Features in ZBrush(2)

Continue part 1 of How to Sculpt Facial Features in ZBrush, the smarter and cheaper cloud rendering services provider, Fox Renderfarm still shares with you the tutorial about how to sculpt facial features in ZBrush.

3. Face Sculpting

How to Sculpt Facial Features in ZBrush

After roughly adjusting the main shape of the skull, we can start shaping the eyes and nose. The skull will help us to be more precise when carving every element, so pay attention to the skull. We can use Standard or Clay brushes or other favorite brushes to trim the area around the eyebrows.

Next, start to sculpt the closed eyes. The closed eyes can let us see the eye and face area more clearly. This step can be made with the Pinch brush. First, the basic shape is sculpted, and then the nostrils and the main cartilage area.

At this point, look at the skull under the model again to observe how the bone structure has changed. Carefully observe the nasal area. We can find that the bones here are very short. Obviously, the nostrils and the tip of the nose are composed of cartilage and muscle.

Next is sculpting the shape of the mouth. Firstly, draw some muscles around it, roughly at this stage.

4. Muscles Sculpting

How to Sculpt Facial Features in ZBrush

The goal of this step is still to build the foundation of the main muscles and keep as much shape as possible simply. If the produced neck has a problem, then the head is prone to problems. So it is very important to learn this aspect of deconstruction, and the movement of the neck muscles will affect the facial expression.

Draw a mask under the head via pressing the Ctrl key to draw on the mesh; press the Ctrl key to invert the mask and click on the canvas; use the Move tool to stretch the selected area downwards to shape the neck. When finished, press the Ctrl key, click and drag the canvas to completely erase the mask for sculpting; use the smooth brush to soften the model, and then use the moving brush to complete the main shape.

Some of the main muscles of the head need very powerful muscles to maintain the movement of the head. This is an important point to remember during the creative process. Especially when turning the head, the dynamics of the neck muscles are very obvious. Don't waste too much time in this step to create too many complicated shapes. Keep everything simple.

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How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max (2)
How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max (2)
How to create a stylized Cheongsam girl in ZBrush and 3ds Max? In this article, the best render farm and cloud rendering service provider, Fox Renderfarm will share with you the tutorial. For part one:How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max(1) High polygon model/face/hair/clothing wrinkles When you've carved to a certain extent, you're going to ZBrush to make a high-polygon model. First of all, I add a new hem to the model that needs to be added with subdivision carving. Most of the automatic hem of ZBrush can already meet our manufacturing requirements. If there is some dissatisfaction, it can also be matched with part of the edge ring hem of ZModeler.When carving wrinkles, I usually turn on the Lazy mouse function, which can make the carved lines more smooth, avoid intermittent lines, make the cloth look cleaner and more beautiful, and can also be matched with some Alpha brushes, so that the wrinkles are more detailed and richer.!How to Create a Stylized Cheongsam Girl in ZBrush and 3ds MaxWhen making hair, it is recommended to use simple geometry first, with the SnakeHook brush to quickly make the outline of the hair, for the subsequent hair production to provide a good basis. When using the SnakeHook brush, you can also turn on Sculptris Pro mode in conjunction with it, so that there is no obvious distortion in some places where there is a large change. !How to Create a Stylized Cheongsam Girl in ZBrush and 3ds MaxAfter adjusting the simple outline, you can use the hairbrush to brush the hair out in clusters. Before brushing the hair, make sure that curve mode is turned on, lock the starting point, and then it takes a lot of patience. Of course, the best way is to observe how the real person's hair twists so that the hair will naturally look good. Details need to pay attention to the scalp coverage and to avoid some places "bald" off. In this case, the hair production is not close to the tangent of the scalp, but first grows up, and then falls down. Paying attention to these details, the hair will naturally look good.Finally, we use the "Automatic grouping" in the "Polygon group" to get rich, well-rooted hair, and then use the Move Topological brush to pull out some of the hair and make small broken hair floating outside to make the hairstyle look more vivid and flexible. It should be noted here that the hair pulled out should still float away according to the direction of the overall hairstyle, do not let the separation distance or angle be too large, otherwise, it looks easy to fake or not natural enough.!How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max RenderingSo far I've only made models, not added materials. In this case, Keyshots are generally used for rendering, because the model without materials rendered by Keyshots will look more delicate and have a good light and shadow effect. Normally, I will first set a warm light main light source from 45° down from the upper left, and then match a cold light auxiliary light source from the back to the front from the right, so that the structure is more vivid.!How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max
How to Build a Mechanical Warrior in Zbrush(3)
How to Build a Mechanical Warrior in Zbrush(3)
To continue with part 1 and part 2, Fox Renderfarm, the No.1 cloud rendering services provider and render farm, will still share with you the tutorial from the 3d artist Dong Chao of part 3 about how to build a mechanical warrior with Maya and ZBrush. LightingAdjust a simple POSE, and then add a scene used in the previous project to test the light rendering. A total of 5 lights were used in this project, 4 VRay Area light sources and one Dome light source. The Dome light source is mainly to add an HDR map inside. Normally, you can check Dome Spherical in the settings, and then add an HDR. Because the final effect is more to highlight the main body, so the intensity is reduced to 0.5.!How to Build a Mechanical Warrior in Zbrush -26The other light sources are all adjusted in size and intensity color. One is the overhead light source, the other is the main light on the side and the two backlights. The final lighting effect is as follows.!How to Build a Mechanical Warrior in Zbrush -13!How to Build a Mechanical Warrior in Zbrush -9The final renderer uses VRay, and all elements in the scene use VRaymtl material. VRaymtl is very easy to use, it only needs simple adjustment to get good results. Especially for the character body, I used a VRayblend material and FastSSS+Vraymtl. In addition to the SSS texture of the character itself, I also wanted to adjust the highlights more delicately, so I superimposed the highlight texture directly on the highlight color of vraymtl. In order to speed up, I used the completed Normal texture to convert it with the Ndo plug-in, and converted it into a concavity and Ao texture, Then I copied the concavity to highlight the concave effect of the skin, and superimposed the previous color texture and adjusted it again can. And the Scatter texture in the SSS material is not drawn, only the color texture is used to modify. The following are the settings of the head body part and the shader of the highlight map,!How to Build a Mechanical Warrior in Zbrush -29!How to Build a Mechanical Warrior in Zbrush -3 RenderingIn the final rendering, I improved the lighting quality and rendering quality, and replaced the body with a 3-level subdivision model in ZBrush, and then used a normal map. In the test, the normal details are displayed better and faster than using displacement maps.Finally, the rendering is divided into channels, and then adjusted using Photoshop. The resolution of the final image is 2.5K * 3K, and the rendering time is about one and a half hours. The following are the renderer settings, and the red box is the place that needs special attention.!How to Build a Mechanical Warrior in Zbrush -17!How to Build a Mechanical Warrior in Zbrush -18!How to Build a Mechanical Warrior in Zbrush -7!How to Build a Mechanical Warrior in Zbrush -32In the compositing stage, I added all the channel renderings to Photoshop for adjustment. I used the channels to refine the final effect, adjusted the depth of field blur, color adjustment, and superimposed a layer of dust and shadows.Final render:!How to Build a Mechanical Warrior in Zbrush -14
How to Build a Mechanical Warrior in Zbrush(1)
How to Build a Mechanical Warrior in Zbrush(1)
This time, Fox Renderfarm, the best cloud rendering services provider and render farm, will share with you a ZBrush/Maya tutorial from the 3d artist Dong Chao, about how to build a Mechanical Warrior.Hi, this is Dong Chao. In this tutorial, I will show you the production process of making a mechanical warrior. The focus is on the combination of organic and inorganic matter in the model. Software used: Maya, ZBrush, Mari, UVLayout, Photoshop, and Ndo.The overall production time is about 3 weeks, of which the model production took 2 weeks, and the texture and rendering took a week. ReferencesThe collection of references is an important step. When creating this model, I collected the works on the Internet as references, mainly of various mechanical characters. In the design stage, I made a rough stitching diagram using these reference pictures, and then quickly carried out the detailed design of each part and character in ZBrush. Because there are many small parts, each part keeps as simple as possible. The coordination of completeness and proportions hopes that the roles will be integrated so that the post-production will be relatively quick and simple.!How to Build a Mechanical Warrior in Zbrush -19 ZBrushNow you can start to create the model, I made it in ZBrush. Because there is no specific reference picture, I had to use ZBrush's DynaMesh to start production from Zsphere. Starting with a simple shape, I made a basic body of a monster, and then slowly added details after determining the proportions. The next step was to copy the body to make the outer armor. The following were the brushes that I use frequently. Some of the brushes have been simply modified and then saved as default for use next time.!How to Build a Mechanical Warrior in Zbrush -6The early sculpting process is relatively simple, especially ZBrush is a very easy-to-use software for me.In this step, I carried out some overall carvings on the pre-planned content and element structure, and then cut the model into different subtools, hiding some invisible places, so as to facilitate further conversion into ordinary multi-deformation for fine-tuning. As shown in the figure below, different colors represent one subtool.!How to Build a Mechanical Warrior in Zbrush -2The body model is subdivided, and then the body part is directly carved into the final effect. And the mechanical part can be made according to your requirements. I didn't waste too much time in this step, because in the end, I have to use the hard-edge function to perform the topological conversion. The following is the final ZBrush design drawing.!How to Build a Mechanical Warrior in Zbrush -31!How to Build a Mechanical Warrior in Zbrush -24 The final model in Zbrush and MayaThere are many ways to make mechanical armor because I have already made a shape in ZBrush, so I chose the appropriate method and used ZBrush for topology. And I modeled the small parts in Maya so that it can be copied and aligned conveniently, and most of the armor on the monster body will be hard-edged after topology in ZBrush.Firstly, add a ZSphere to Subtool, and then hide other objects, select ZSphere for topology. Do not use too many turning faces, just use the model to outline the shape, especially where hard edges are required. Precise the line, and then set the appropriate preview thickness. Remember to subdivide the preview to 1, and then you can get an object with a thickness similar to armor during the preview. Create the cut surface that needs hard edges, gives a polish smooth bottom edge at a relatively high subdivision level, and that's it. Finally, you can get some desired details through some methods such as Alpha, eage loop, or extrusion.!How to Build a Mechanical Warrior in Zbrush -15!How to Build a Mechanical Warrior in Zbrush -5!How to Build a Mechanical Warrior in Zbrush -21!How to Build a Mechanical Warrior in Zbrush -4Before making the details, I usually put these mechanical models into the Keyshot for metal texture adjustment and simple GI rendering tests to see if there are any problems with the model. The most important thing at this stage is not the details, but the turning point. The combination of some objects that are troublesome to make with hard edges in ZBrush can also be put into Maya for refinement. Of course, you can also operate according to your own habits.!How to Build a Mechanical Warrior in Zbrush -25!How to Build a Mechanical Warrior in Zbrush -20Final effects of the details,!How to Build a Mechanical Warrior in Zbrush -16Stay tuned for part 2 and part 3.
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