Pose the character
Composition, readability and silhouette are crucial, especially when it’s a character piece. I avoid having too many elements that are mashed together or are over detailed. With a 3D tool like ZBrush it’s tempting to spend hours noodling away. Instead, I focus on the bigger picture, and try to capture an emotion, a movement or an instant featuring key elements.
Texturing the figure’s tones
After creating details and UV Maps in 3ds Max, I start texturing. I select a Spray brush in ZBrush to produce an uneven colour base, introducing hue and value variations. I also create some gradient tones to give to my key colours greater focus. For instance, I give my dragon girl yellow skin, with gradients of light green developing into desaturated blues at the tips of her horns.