In the previous posts, I mentioned about utilizing more subtools and adding cloth to my model. So, this time round, I’m going to try and design a character that fulfills all those above.
The subject of the day is:
Design And Model A Male Character!
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STAGE ONE | The Base Mesh
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Again starting from the SuperAverageMan, cropped the head, and started detailing. After getting the rough facial feature that I wanted with Move and Inflat tool at Subdivision 1, I subdivided into a much higher subdivision and start giving rough details to the face with the Clay Tube brush without any Alpha selected. After that I smoothed them out before refining them again with other brushes (Dam Standard, Inflat etc).

Sculpting the head from base mesh
Appended eyes to the head, subdividing it once more for finer details.

Detailing the head
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STAGE TWO| The Body Mesh
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Again using Alex’s human base mesh, I appended it to the head and start Moving things around. This rough body mesh will be used as the foundation and guide for other subtools. Rigged a ZSphere and retopologized it to create the shawl.

Continuing the body
Midway through this, I found another awesome post by Mike Jensen on hard surface sculpting that he did for his Halo Elite armor. I’m really amazed by how he did his Elite armor so I tried to practise it on some part of the model.
I tried it on the waist. In my first few attempts, I tried using some of the planar tools. Didn’t really like the way it came out. Tried to sculpt it with dam brush using LazyMouse. Not really that satisfactory. In the end I used the Layer brush with Z Sub to draw the lines. Not really that spectacular but it works, for now at least.
Added a few more objects to it.

Trying to sculpt hard surface
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STAGE ONE | Adding Details
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Next I rigged a new ZSphere to the head, edit its topology to match parts of the head and then extend that topology to cover the whole head thus creating the base mesh for the hair. Increase its skin thickness then make an adaptive skin before appending it back to the main tool.

Retopo the hair using ZSphere.
Here I sculpted the hair using Dam Standard brush with a custom alpha (something like Alpha 38) for that sharp edge look. Take a look at Scott Eaton’s Digital Figure Sculpture. I just so happens to have bought a copy of 3D World featuring him as well. Watching him sculpting his cloth inspired my to add cloth to my next model as well.

Done. For now.
USEFUL LINKS :
Scott Eaton’s Digital Figure Sculpture- Scott Eaton’s tutorial on sculpting in ZBrush. Highly recommended for all.
Now that I’ve warmed up, lets try something harder.
The subject of the day is:
Model A Female Character!
Snooping around ZBrush central I found an interesting post by Eldrice Waliyar on modelling his Miranda Lawson. It’s always fun to learn how people goes around modelling their stuff. As I have already started modelling this female model when I found this post, I’ll try out the stuff I learnt from his post in my next model.
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STAGE ONE | The Base Mesh Sculpting
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Quickly grabbed a free human base mesh from Gnomon website (link can be found at the bottom of this post) and starts deforming it using Inflat and Move tool.

Human base mesh by Alex Alvarez
Pretty soon after that, I’m already into refining the shape of the head. And while I’m at it, I discovered how to append a subtool to the main tool (Yay! Pretty excited about that).

Refining the head
USEFUL LINKS :
Human Base Mesh by Alex ALvarez
Miranda Lawson Mass Effect 2 – Edrice Waliyar – ZBrushCentral post by Eldrice on modelling his own Miranda Lawson