Hey all.
I’m recently new to Zbrush (again) and self learning.
I am interested in sculpting cosplay props. My first foray into this was to sculpt my own Deathstroke mask. While it turned out in the end, it was a giant stressball of issues.
I am currently sculpting a Huntress mask for my girl and I figure rather than struggle through again, I should seek answers.
What I read (after my issues the first time) was to start with a base mesh made in Max or something, then import, then sculpt.
I was excited by this as I assumed I could get the logistical stuff out of the way early; I modeled the base on a pic of her face so it was nicely fit, and I had some nice clean shelling and edges. I figured with backface masking turned on in Zbrush I could just go to town.
WRONG
- import is horrifying…pivot is off, symmetry was off, first dynamesh punched holes everywhere, etc etc.
- thickened the shell modifier in Max then re-imported to Zbrush. worked better accounting for loss via dynamesh.
- also lost all my hard edges…some of which appearing to turn in on themselves somehow?
- managed to reorient symmetry by adding the model as a subtool to a default polymesh then deleting that.
You can see at the tips of the mask top its collapsing in on itself. My nice even shell is gone.
All of this and I’m nowhere near where I feel I should be.
A simple piece like this cant be as problematic as it has been for me. I’m blaming my lack of knowledge and now turning to the community for some insight.
Any ideas on the best way to maintain a thickness and edge around something like a mask?