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How did I deal with… Developing a sculpting and retopology workflow for an organic character

using ZBrush and Maya to model one organic surface character for rigging and animation in a render time short film:
• Drawing ZSpheres in ZBrush
• Sculpting basic detail
• Applying retopology in Maya using QuadDraw
• Sculpting micro detail back in ZBrush
• Exporting Normal and Displacement maps
I am starting the process with ZSpheres in ZBrush, getting the proportions right, blocking out my model, adding some basic details, just enough to use it as a basis for retopology. I am using Dynamesh for this phase of the process and applying the knowledge from analog art practice: drawing, sculpting and anatomy background. You can see samples from live nude drawing here: https://www.3dartviz.com/skills/skills-2d/live-portrait-nude-drawing.html Sketching samples from photo references here: https://www.3dartviz.com/skills/skills-2d/sketching-exercises-photo-references.html and concept painting workflow here: https://www.3dartviz.com/skills/skills-2d/digital-painting-technique-for-concept.html

Post‑produced short film showing main character only.

Blocking out with ZSpheres and Unified Skin.

Blocking out with ZSpheres and Unified Skin.

Using Dynamesh for adding basic detail and prepping the mesh for retopology.

Using Dynamesh for adding basic detail and prepping the mesh for retopology.