In this video, use a few simple sculpting brushes to generate the base volumes for the hair clumps or fur on your creature's arms and legs.
- [Narrator] Okay, so this is how the creature is looking so far. Now, it's time to do some work on the arms and legs. For the most part, the block-out stage is done, so we can start using the clay brush to generate the basis for the hair clumps of the fur. So, let's go ahead and start with the arms and just before we go into solo mode, I'm going to create a few strokes that will help us determine the direction of the hairs. Essentially, just so they follow a more natural flow, which is why it's a good idea to do it while you can see the full body. Okay, so this is pretty rough, but I think it's good enough for what we need.
Now, let's go ahead and go into solo mode and let's go ahead and start filling in those gaps between the brush stroke guidelines. Again, trying to maintain a good flow of the hair. And also remember that this is just the first pass, so the brush strokes don't need to be perfect. They can overlap a bit, because we'll come back and tweak them a little bit more. And it is always a good idea to constantly rotate the model around, 'cause remember we're working on a 3D embodiment or this is a 3D object, so it needs to look good from every angle, which is why I don't work over a single area at once, because what you're working on might look different in a different angle.
So, keep that in mind and make sure that the volumes and the shapes that you're affecting look good from every angle. Also, try to make variations on the length and the thickness of the strokes. For example, make sure that you reduce the draw size of your brush as you get closer to the hand, for instance. And we can zoom in a little bit more into the fingers and with a smaller size just create these smaller strokes here.
Okay, I think that should be good for our first pass and let's go ahead and concentrate on the legs now. And basically, I'm going to do the same thing I did with the arms and let's go ahead and sculpt some lines or stroke guidelines, just to create the reference for the flow of the hair. Okay, let's go back to solo mode and start sculpting those legs. Now, the process here is exactly the same we used for the arms, but if we want to follow the same logic as we used for the arm and make the hairs thinner towards the hand, keep in mind, that the knees of our creature are here.
So, this is the ankle and this is the actual foot. So, basically, if we want to start making the hair thinner towards the foot, we should really start doing that around this area. And just a couple more strokes around this area and I think we can call these secondary shapes a job done. Now, we can just get out of solo mode and we can judge the overall shape of our character and we can also do some last minute adjustments, if necessary, just before we move into polishing those shapes in the next chapter.
This course was created by ZBrushGuides. We are honored to host this training in our library.
- Loading projects and templates
- Importing reference images
- Creating an armature
- Working with Adaptive Skin
- Using brushes
- Extracting mesh
- Using custom alphas
- Modeling with primitives
- Texturing with Polypaint