Before I ever had a website, back before I went Self Employed, I ran a blog over on Blogspot called DigitalWAX. The purpose of which was to document my transition from a traditional sculptor to mastering a digital toolset. I fell in love with ZBrush, was determined to switch career path and I began to embrace the concepts of a digital work flow. As life does, when we make plans, the option to go freelance sprung up and I haven't had time to stop since. Zbrush had to take a back seat to all the new priorities that my career twist presented. Untill now.
Back to ZBrush
ZBrush 4 was released late August, and with it came a whole new set of functions and smoothed out work flows. The beta-tester's images blew my mind and I updated my software and sat back down at the pc with a reborn passion for the digital sculpting techniques.
First thing I found was my general inability to use the program as I remembered. The interface had once again became an alien thing to me. Simple working methods had faded with time since I last used the program. I was once again a floundering novice. Time to start afresh.
So once again, I begin a transitional journey, and once again I plan to document the experience.
Lets begin...
During my first foray into the ZBrush territory I attended an online sculpting class and as part of the work flow we first set up image planes. This is what I needed to relearn.
My first duty was gather some resources around me to get my knowledge back up and running. First stop is always going to be ZBrush's home at Pixologic.com and the galleries and forums of ZBrushcentral. Also, I picked up ZBrush Essentials Magazine but I found it skipped the essentials in favour of repeating the same project over, but with different artists. There is some nice work in there and a a lot of helpful advice but it was not what I needed.
Then I hit YouTube, to view the new ZB4 videos from ZBRUSHatPIXOLOGIC which got me exited again, but a search for 'image planes' led me to a great find: Canned Mushrooms ZB4 DVD series playlist. This is exactly what I needed to kick things off again, so I pressed play and had the first chapters play out while I was working, with intentions of re-watching whilst using Zbrush later.
his chapter on the skull sparked my attention and I immediately booted up ZBrush and followed along. Here's some images of my tinkerings...
Stage 01: SHAPE - Setting up the Image planes, to use with 'shadowbox', generates basic skull shape.
STAGE 02: FORM - Form re-done with separate Jaw. Forms cleaned up and less dense mesh generated (ReMesh All)
Stage 03: REFINE - Forms refined to fit Image Planes. Teeth to be separately added at later stage.
Stage 04: RETOPOLOGY - lines drawn onto skull to show flow of form. New Mesh constructed to follow form better.
Stage 05: POLYMESH - Mandible and Cranium Re-Meshed with neat topology. These can be used to generate UV Maps from.
Stage 06: SUB DIVIDE - The finished Polymesh, divided once, ready for sculpting details upon.
The six steps above required two days to complete. This could be sped-up, but as I was refreshing myself to the process, much net trawling and deliberation was necessary.
Next I'll make a set of teeth and generate UV Maps, before moving into sculpting and detailing. I'll document these in the next post. Also I'll detail the procedure of setting up the 'Image Planes' in a dedicated post, a process that is hard to find a sufficient tutorial on, and tricky to figure out as a novice.
I'll be back in a few days.