ZBrush Skull Model practice
I forgot to screenshot the majority of my process but, it started as a sphere that I brought into the workspace. I started off by changing the material to something I found more appealing to my eyes instead of the red clay. To start off the shaping , I applied the symmetry tool and switched to the move tool using the B,M,V hotkey code and then immediately began roughing in the shape of a basic head akin to a Loomis head without the lower jaw.
After I got the head shape looking ok, I then masked out the orbital cavities (eye holes) using ctrl + shift and then pushed them back by using the standard brush and the alt key inverting its standard operation. Once the eye holes were in I undid the masking and then sculpted the cheek bones by both adding to them and then hollowing out the area underneath them to account for the missing jaw bone and to assist in showing the curvature of the upper teeth and muzzle.
To create the nose bones I added on more material and then using the move tool once again - manipulated the material in such a way to get the shape you see in the image below (fig 1,2). Once I had these features in I smoothed out some of the geometry again. During this process is where I added to the forehead using the orientation tool (fig 3) in the corner of the workspace as reference for the planes of the forehead as well as the greater silhouette.
Lastly I sculpted in the teeth. For them all I did was recess the outlines of each tooth and then add material to push them further forward, they aren't the most refined thing in the world but they clearly convey what they are supposed to be.



Comments
Post a Comment