Today i leaned a new technique for using ZBrush to model hard surface areas, and places with a smooth outline, something that i had really struggled with in the past and will help create a more compelling and professional looking design, especially for Sci-Fi or military designs where the hard surface becomes more necessary. Using masks and poly groups i can make the edges far smoother and appear much higher fidelity whilst still getting to keep the model in dynamesh, letting me work on the overall shapes much easier.
I changed the design on the head a bit, just tightened it up and gave it a bit more of a dynamic look, i also refined some of the muscles across the chest and shoulders.
Then using the method for clean extrusions that i found above i have extruded some armour pieces and poly grouped them to make them easy to edit in future.
The Z Modeller brush was absolutely amazing to work with, and really opened my eyes to the posibility of real low poly modelling inside of Zbrush, something that i had never attempted before. I saw little bits and pieces of it when the newest version was released around a year ago, but i never looked into it.
The versatility of using Low poly methods in a high poly sculpt really shocked me and is something i want to investigate more.
I have also found a selection of reading material to go through, search for inspiration and build a real project question to work from.
ZBrush Creature Design: Creating Dynamic Concept Imagery for Film and Games
ZBrush Characters and CreaturesBy Scott Spencer
How to Become a Video Game Artist: The Insider’s Guide to Landing a Job in the Gaming World
ZBrush Professional Tips and Techniques
Creative Essence: Creatures
ZBrush 4 Sculpting for Games: Beginner’s Guide : Sculpt Machines, Environments, and Creatures for Your Game Development Projects