CHARACTER CREATION In ZBRUSH
01 DYNAMESH BLOCKOUT
For this step, use Dynamesh with large shapes. Reuse the same subtool to make the different parts of the body. I make the head shape, then make a new Dynamesh tool for the torso. Make the pelvis from the torso. I readjust the mesh and clip off edges to make the shape. For the arms and legs, make another Dynamesh subtool (a cylinder), reshape it into an arm and do the same for the legs.
02 SCULPT DETAIL
For this step, use alphas to sculpt the base level of detail. Try to keep the alpha size proportionate to the scale of the character. Don’t drag out the alphas too much. This will make the detail look unrealistic and not to scale. Also, use a variety of strokes and various alphas for randomisation. The Standard Brush with Dragrect stroke type is my preferred way of working.
03 ZREMESHING AND PROJECTING DETAIL
For this step, duplicate all of your subtools for reprojection. We will reproject the detail back onto a Zremeshed version of the sculpted detail of our Dynameshed version. The main idea here is to make sure your Zremeshed mesh has more polygons than the Dynamesh version. Project the detail one level at a time if you have artefacts in your projection.
04 SETTING UP THE RENDER
For the final step, let’s render the character. Using BPR Shadow is the key to setting up a good render. The Rays and Angle settings are the aspects we want to take a look at. Set Rays to a high number such as 100 or 200. This will give more detail in the render. For the Angle, set it to 30. This will smooth out your render to a soft smoothing angle.