ZBrushCentral

Flying man

Here is another colour scheme which I like more. Btw all the texturing is done in Zbrush via different types of masking. Will do a quick tutorial at the end.

Thanks Mark. This is a very helpful advice. In many cases the details distract me from the big picture.

Here is another pass. I worked on the skin shader and texture. Rendered in Keyshot.

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And a haircut - looking good:+1:

Thanks Mark. Yes I like him more without the hair. Here is another version.

close up:

___click here if you want to see large size:

Here is a quick project overview. I hope somebody finds it helpful.

My main idea was to refresh my knowledge about bones, muscles and their origins and insertions.

First thing I did is to block basic frame of the skeleton using Zspheres . I also sculpted the main masses of the skull, rib cage and the pelvis.

1_SkeletonZspheres.jpg

Then moved on to sculpting the individual bones.
The brushes I usually use are “Standard”(when I need sharper tip I usually use the “AccuCurve” with “Focal Shift"around 80 brushS.jpg instead of “Dan_Standard”) “Clay” and"Clay BuildUp” and “Inflat”

2_SkeletonBones.jpg

3_SkeletonC3.jpg

3_SkeletonC2.jpg

After I had the bones done I posed the model using the Transpose tools

4_SkeletonColour.jpg

My next step was to create and connect the muscles to their origins and insertions. I also did some sculpting to get the main forms.

5_MusclesColour.jpg

6_Xpose.jpg

The wings were modeled using a ZModeler . Then I used the “Extract” tool to make them double sided

To combine everything into one mesh I used Dynamesh Master.

Dynamesh.jpg

Then I used Zremesher to remesh the resulting mesh. Because I couldn’t get enough resolution on the face I had to separate it from the body, remesh it and attach it again.
A good trick to get considerably higher polycount when remeshing with Zremesher is to use Polypainting. polypaint.jpg

I talso helped me to control where I needed more or less polygons( like on the wings for example).

remeshing.jpg

My next step was to transfer the details. I subdivided the new topology to 14 Mil polysand then used the mesh I had before it was Dynamesh-ed to get all the details I needed via “Project” option in the Subtool menu.
Once I had it ready I continued to improve the muscle definition, adding details like folds, wrinkles and skin pores. It was a combination between manual sculpting, alphas and Noise Maker.

Skindetails.jpg

The texturing was done in Zbrush too. First I established the main pattern and then via different type of masking and alphas I added more details. I relied quite heavily on “Mask by Cavity” and “Mask by Hue” .

Mask by Hue was really helpful and gave the luxury to work individually on the patterns.

7_Texture.jpg

My last step before sending it to Keyshot was the body hair and eyelashes. I masked the areas where I needed more or less fur and used FibeshMesh generate it.

9_Fur.jpg

Great response on my previous post :slight_smile: here are so more angles:

FlyingMan.9.jpg