Organic Modeling: ZBrush Refinement

This week we spent our time refining the details of the model and importing it into ZBrush for some high resolution sculpting. Here is the final model in Maya:

This is the initial work done in ZBrush. Essentially, I took the blocked in model, subdivided the geometry a number of times, blocked in the crevices of the major muscle masses, went back down to a lower level of geometry, deleted the higher level of geometry, and subdivided the geometry again. It's a piece of cake!

What this allows is to block in the major muscle masses using a deep carving tool, then smooth it back out for further refinement. One of these days I'll try a time-lapse sculpting demo when I get the chance.

No comments: