As promised here is an insight to the method that i use to create a sculpture in ZBrush.
I understand that some people choose to use Poser figures and some choose to create their own, I have a copy of Poser 3 but don’t use it to create images involving figures, not yet anyway. A large amount of you are very good at creating a head in ZBrush, which is a very popular thing to do, there are a lot of features and shapes to get right so this is not the easiest thing to do. I love the challenge that ZBrush has brought into my life and enjoy pushing myself to attempt something difficult, as I thrive on the sense of achievement.
I am still learning about anatomy, as the sculptures I made recently were more about control over Zbrush tools than accuracy. I intend to work much more in the direction of Anatomical studies in order to develop my own style.
I have created each section of the body separately, and each of those parts are created using the 3D sphere. I start by using the distortion modifiers to get the correct proportions, for instance the calf section of a leg Is created my using the taper modifier, and then the size modifier followed by adding the detail. I will then rotate that limb comparing it to sketches and photographs, making the necessary adjustments. I then save that tool ready for later use. When I create two limbs that join together I will drop one on the page whilst creating the next, in order that I can place it next to it and create it in such a way that it fits well.
Shown bellow is the process that I use in order to put the body parts together. You can see that on the earlier visuals the background is grey and then later it is black, that is because I use two layers to compile the sculpture.
On the first layer, use a 3D plane made from GellshaderA material and fill the working are by moving from the centre to the outer edges in order to create your working background. Okay deselect flatten layers in the render pallet, then make your 3D plane light grey and take the translucency to about 90. The idea behind this is that you can easily position your body parts by drawing them on to the second layer but they will align with the background layer. If for instance you want to position a leg so that it disappears behind the other you can easily judge its angle as you rotate it and part of it will move behind the Background layer being visible but diffused slightly.
All you have to do now is position all the parts together, I use Pixolators Z list to help me select the correct limbs. Once I have got the main parts of the body into position I delete the background layer, then add the feet and hands, sometimes the forearms.
Once all the parts are together, i choose the smudge tool with a small amount of ZADD on and using brush o1 with the freehand stroke I move in circular directions, and in directions of protruding muscle joins, eventually the body get an almost seamless join. What is important is how well you make the ends of each limb, if you find that two parts don’t go together well, then there is nothing stopping you from making some alterations ready for next time.
Once all the smudging is done Its a case of choosing your material and your lighting, the lighting can seem very different between materials, so if you change to a material and it does not look right then don’t give up on it so soon, try moving the lights and even using coloured lighting.
Please if there is something I haven’t explained very well, then let me know and I will refine this text.
Regards
Picsas (Arran Lewis)