So after learning some basics of ZBrush, I thought I'd apply the techniques I learned to projects of my own. This is a character called Magnarok, made from scratch entirely within ZBrush.
I began with a simple ZSphere frame. ZSpheres are an extremely useful tool for getting a simple base mesh for your character from which you can build up.
Next was to apply an adaptive skin to the ZSphere skeleton, upon which I could actually sculpt with real polygons.
Next was sculpt some basic features at a level 3 subdivision. I learned that it is important to sculpt in ascending order between subdivision levels so that you can get clean geometry and no warped polygons.
At subdivision 4, I started to add more fine details, like musculature and the stone-like textures of the character.
Now at subdivision 5, I was pretty much done with sculpting.
A rearview image of the same subdivision level, showing the craters I modeled.
Next I use some noise to add some additional texture into the model. This was also at subdiv 5.
At subdivision level 6, I add some facial features.
Next was to begin the process of polypainting. I started with a base coat of gray, with some varied shades around the limbs.
 
Now I took an important step in texturing by using a cavity mask to mask everything but the crevices and indents within the model and use a darker fill. This just adds some additional depth to the texture of the model.
Finally I added the finishing details of the modeling, such as the orb in the hand, the eyes, and the blue fractures. The orb and eyes were just sphere subtools with a colorize glow material, and the fractures were made with a simple zsub and an alpha, with added RGB to achieve the color.
ZBrush: Magnarok
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ZBrush: Magnarok

It's been a while since I've published anything, and I'd like to say there's been a positive leap in project quality. I just wanted to get this u Read More

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