CHARACTER MODELLING
09 INITIAL BLOCK-OUT
Using Pedro's supplied imagery, I was able to set up image planes that represented the front and side views of our character within ZBrush.
A feature that's new to ZBrush 2021.6, 'Mesh Balloon', lets you quickly describe shapes by drawing a mask onto an object. I was able to pair this with our image planes to draw out the character's initial forms.
10 FINE-TUNING DETAILS
Once I was happy with the basic formation of the character, I enabled DynaMesh to add details – the shape of his face and the roundness of the ears.
11 RETOPOLOGY
ZRemesher was used in conjunction with both ZRemesher guides and Polypaint. The guides were used to suggest an ideal topology flow and the 'red' Polypaint was used to entice the algorithm to focus on these areas.
12 RETOPOLOGY FIXES
Once happy, it's time to jump into Maya for some fine-tweaking. The eyes, mouth and hands remained features of concern – and ultimately needed to be reworked using a topology rerouting process,
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