Friday, October 30, 2015

Digital Sculpting in Zbrush

It's been a while since my last update and it's definitely overdue.

At this point I was supposed to be done with school, but I decided after struggling a bit in my last class (environment design for video games) that I needed to continue learning a little longer.

Besides being the only not full time student in my last class, the thing that really put me behind was my lack in Zbrush skills. I had only ever spent one day exploring the program a bit.

Long story short, I signed up for another class at Gnomon. This time, Digital Sculpting with Madeleine Scott-Spencer. I really like this teacher's experience and style.
Check it out if you'd like: https://maddiemonster.artstation.com/

The class so far has been focused on creating creatures and or characters. Even though I want to become an environment artist, it's a lot of fun to just let the creativity flow and come up with whatever you can come up with. It also really doesn't matter how you learn the program, tools are tools, and can be applied to make just about anything.

The first week (last week), we had to get used to moving between your high and low subdivision. Big shapes and changes are made in your lower subdivision, and small details in your highs. If you don't follow this process your sculpt will end up looking lumpy.

It was interesting for two reasons. One, I had never used a wacom tablet before, and I quickly realized that trying to sculpt with a mouse, is like painting with a brick. Not great. My sculpt did not turn out great, but that's ok. I learned and improved.

The second reason, I ended up learning about the limitation of the program when not fully utilizing certain tools. Tools that we were going to learn how to use in week 2. Because of these limitations I ended up with some errors in my mesh. A few holes and some stretching. I was able to fix one of the holes, but ended up losing my lower subdivisions.

For week 2, we focused on using Dynamesh to 'stretch' our model. Then duplicate, remesh and project the old model onto the new one. This process keeps your mesh nice and clean, your lower subdivisions intact, and finally your detail visible.

It took me a few tries, but I got the process down.

Ok, enough technical detail. Here's the sculpt I made this week. Last week...eh, I'll just keep that to myself.

I don't know too much about anatomy, but I tried to put the muscles and bones on the torso where they belong. The head, well, that's alien. ;) My design.

Front


Side


Back