Subtools are a fantastic way to work in ZBrushCore, but because they are ultimately separate objects sometimes you need to work on the transitions between one and the other. In this video, learn about how to make the arms, legs, and torso of your creature look more integrated.
- [Instructor] Okay, so I went over the entire model…and I manually defined the clumps of hair…using the DamStandard brush.…I also added more hair details following the same technique…from the previous video, and this is what I end up with.…Now in this video, we're going to take a look at…how we can make the transitions between the subtools…a bit more organic, or feel a little bit more integrated.…So for example, around the neck and the shoulders as well.…We're basically going to use a couple of techniques.…The first one is almost the same as the one that we used to…define this stylized hair, and the second one involves…the Move brush and maybe a re-DynaMesh process.…
So let's take these shoulders, for instance.…I would like to create an effect of…some longer hairs puffing out in this direction.…So what I'm going to do now is use the Move brush…and pull some points out to create those flicks of hair.…So go ahead and select the move brush,…and we can zoom in a bit, and we can…start pulling an area to create this type of hair.…
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
Skill Level Beginner
1. User Interface
2. Getting Started
3. Approaching Sculpting
4. Refining the Sculpture
Deformation palette2m 27s
6. Polypaint and Rendering
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