Day 11 //

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

Front Cover




ZBrush Characters and Creatures

Front Cover

Kurt Papstein, Mariano Steiner, Mathieu Aerni


How to Become a Video Game Artist: The Insider’s Guide to Landing a Job in the Gaming World

Front Cover

ZBrush Professional Tips and Techniques

Front Cover

Creative Essence: Creatures

Front Cover

ZBrush 4 Sculpting for Games: Beginner’s Guide : Sculpt Machines, Environments, and Creatures for Your Game Development Projects



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