Add de­tails with sculpt­ing tools

Rob Red­man in­tro­duces ZBrush’s sculpt­ing brushes.

ImagineFX: Sci-fi & Fantasy Art magazine - - Contents -

While more tra­di­tional 3D ap­pli­ca­tions are great for many tasks, they fall down when it comes to high-den­sity meshes, with poly­gon counts in the mil­lions. This isn’t a fault as such, but rather re­flects the choices made in de­vel­op­ment – and high­lights the fact ZBrush has been built to de­liver the best re­sults in this area. How­ever, the tools used to sculpt in ZBrush are very dif­fer­ent to other pro­grams, although in many ways they feel far more nat­u­ral. The key to learn­ing how to master the sculpt­ing work­flow is to com­bine the sim­pler push-and-pull style tools with some of the more fo­cused op­tions, and so in this ar­ti­cle I in­tend to in­tro­duce you to some of them. To get things go­ing I’ve al­ready cre­ated a sim­ple, de­tailed, rocky ball. You can use this (it’s in­cluded with this is­sue’s re­source files) or start with your own ge­om­e­try.

The key is to have an ob­ject that has an un­even sur­face with var­i­ous pro­tru­sions: this will help you un­der­stand what we’re do­ing. We’re go­ing to look at a few very use­ful tools, some of which are brushes, while oth­ers are helpers, built to keep sculpt­ing tasks as in­tu­itive as pos­si­ble.

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