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Help

Hi, I started with z brush recently. I have been using blender. But i couldn’t get that from blender what i am looking. This project is a personal college project.
But sculpting is not like Installed z brush boom!.. so i need help !!
I have searched almost allover but could not got any article regarding this. This is a cartoon sumo model. I just need some guide, Base block idea. Please help !!
Thanks

Hi @jasonmir83

Are you asking how to sculpt in Zbrush? This is a matter of skill developed over time, not just finding the right tutorial.

What you need are tutorials on the functionality of the program. If you dont understand the basic functions of the program, everything else you try to do will be difficult if not impossible. If you have an intermediate understanding of the program’s features, you’ll understand which tools might be useful for this, and then it’s only a matter of developing the skill to make a mesh look the way to want it to.


For instance, since the body is more cartoonish with abstracted forms, I would suggest developing each of the bodyparts as separate subtools. I might use Dynamesh or the Sculptris Pro mode to sculpt the basic forms. I would probably then ZRemesh them to simplify and refine the surface. I would then merge the subtools and fuse them with Dyamesh or Live Boolean, then ZRemesh again for a whole body model with nice clean topology. I would subdivide from there to smooth the model and polypaint it for texture, posing, and export work.


But each of these features is a complex subject in their own right, and requires you to understand many other features as well. We can’t really focus on artistic technique if we have to explain all of these along the way.

The Pixologic Classroom is a good place to start. The Ask Zbrush series of videos tackles a lot of useful questions. There is always commercial instruction available as well.

Hi @Spyndel
Thank you for the reply. This is the first response from anyone i have asked . Glad you replied.

No i was not asking how to sculpt. The image i have , it has no back side, That’s why its tough to understand the logic with this, since i am new.

I have watched multiple tutorials from classroom. But regarding this cartoon shape, couldn’t grasp anything :frowning:

So i asked anyone would ‘‘blocking the base’’ if there’s time ( I dont know if im asking too much)
Thanks

Well, the decision on how to interpret 3d form from limited 2d reference is also an artistic skill that must be developed with practice. It’s fundamental to any visual artistic skillset. Because your reference is highly abstracted there is more than one way to interpret it, but that’s still a conceptual decision you’ll have to make for yourself.


Perhaps the most intuitive way to interpret the form is to simply look at the silhouette of the character, and extend that all the way around in the 3d space, so you end up with something that is vaguely similar to a fat bowling pin, except with arms, legs and facial features. Most of the rear facing detail can be generally inferred from the front. You might want to find some reference of actual sumo wrestlers, to see how their garments look from the rear, and complete a simplified version of that that makes sense for the character.

In this case, it would be easiest to start with a primitive that is roughly in the ballpark of the shape you’re after. Each should be its own subtool for the time being. The torso and the head are roughly spherical, so start with a sphere and sculpt or deform that into their roughly gumdrop shapes. The Gizmo deformers may be useful here. The arms are mostly tubular, so create a partial cylinder primitive or use one of the curve tube brushes. Same with the legs. Eyes and nose are also spheres, ears are easily sculpted from spheres, etc.

Once you have your basic form, start tweaking where you think it might deviate a bit from that perfect bowling pin shape. For instance the chin seems to protrude a bit past the chest, as evidenced by the shadow it’s casting. The legs should be mostly positioned in the middle of the body as evidenced by the shadow being cast by the stomach. They eyes are asymmetrical spheres–be sure to do all your symmetrical work first, before working on asymmetrical detail.

As separate subtools, you can work on the shapes individually, and easily move them around without affecting the other shapes. Normally, you would want a more realistic character model to be a single mesh so you can sculpt on it all at once, but this is a more abstracted object with clear separation between the major forms. Once you’re happy with it, you can fuse it all together.

Awesome. Thank you for the detailed Instruction. :slightly_smiling_face: