It's been a long time since I have posted anything but Z4 is inspirational and I wanted to see if I still had any sculpting skills at all plus I wanted to see how it would combine with Sculptris, another very fun program. I had an idea in mind and wondered how it would fare if I started the base mesh in Sculptris instead of using Zspheres or Box Modeling. Dynamic Tesselation. Those words have a ring to them![]()
All I used was the sphere that appears when Sculptris first opens and blocked out a rough shape then tugged and pushed and pulled the body out of it on a very basic level, But that's all I needed. The base figure was done in 10 minutes time with most attention paid to nose and fist areas. Export and done.
Once in Zbrush, I remeshed it in the subtool pallete at a rezz of 512 and projected detail so I could use quads instead of Sculptris's tris. I have used this over and over to keep an even polygonal spread as I worked. I wish I had broken the model down in hindsight and used subtools for the clothing. There arent any here and I would have a much easier time developing the character if I had. Tools used here were Inflate, Form Soft, Flatten, Trim Dynamic,various Move tools, Smooth (lots and lots of smooth lol) and one very interesting tool I will be playing with some more. The MoveRing tool in the brush section in LightBox. I derived most of my hard surfaces using that one specific tool and even did most of the face with it including eyes. This model still needs detail work on the arms etc but for the couple of hours while I played with it, well worth the time spent. I will be coming back to it. Now to do his blood brother![]()
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