Model, Sculpt and Texture a Monster in 3ds Max and ZBrush - Part 2
This is a multi-part tutorial on creating a Demon-like 'Lok Warrior' with realistic muscle anatomy. In the first day of this tutorial we created a base mesh for our character using poly modeling. Today we will take this mesh into ZBrush and sculpt intricate muscle anatomy. On day three we will texture the creature and add the finishing touches to the artwork.
Let's begin day 2 of this tutorial.
Open ZBrush and click on 'Import an OBJ file'. Select our exported object (this way you don't need to drag the object into the ZBrush workspace) and select 'Edit mode'.
Now subdivide the model by clicking Cntrl + D to create more polygons. Press X to select a symmetrical brush and start sculpting the torso while holding down the Alt key on your keyboard. The red lines below are where you have to sculpt while holding down the Alt key. The blue areas are where you have to sculpt without holding the Alt key down. Please pay attention to the brush size and Z intensity too.
Use this image as a guide when preparing the back.
We will finish the front part of the torso first. Press Ctrl + D again and now we are on subdivision level 3. Try to form the chest and stomach muscles using the inflat brush. You can increase the Draw size and Z intensity if necessary.
Please use my earlier instructions as a guide for this area. Again use Ctrl + D and continue sculpting the torso with a smaller draw size.
Try to add more details to the torso at this level and begin sculpting the hands.
Take a deep look at the muscle anatomy to make sure it is realistic. If unsure about any areas, you can find many reference images by searching the net or in anatomy books at your local library. Here are a few good references:
Subdivide one more time. Now we're on level 5 but be careful not to go higher than level 6 because this may result in more polygons than ZBrush and your computer can handle. We will use ZBrush and the HD feature for very small details (like skin details) later. On level 5 try to sculpt more small areas around the stomach.
Now press Shift + D two times, so that we are working in level 3. Start to add back muscles. Draw size and intensity is very important here.
Refine the details by pressing 'D' and going into level 4. Add in more small details in level 5.
Go to level 3 and use the 'Move' tool to make the muscles thicker and bigger. Switch to level 5 and see the difference. Try to get the best result by switching between levels and using move and inflat brushes.
Add details to fingers using the 'Elastic brush' with a small draw size.
Now begin sculpting the head, forming the horns, cheeks, ears and other face details in level 4.
Subdivide again to level 6. Now we can add more details to the head and add veins as well.
Try to add more small details by using the 'Elastic brush' on the torso area and hands. After that, level down to level 3 or 4 and start forming the leg muscles. As you can see, in this example the muscles are different from human leg muscles because we are creating a monster!
Form the knee area and the front part of the leg. Add more details on the foot (level 4).
Start sculpting the back part of leg and add muscles on level 4 using the inflat brush.
Now we are going to add very fine details using the ZBrush HD feature. When you are done with your small details on level 6, click on Geometry HD > divideHD and divide it two times. OR if you have a powerful computer, do it for level 3 of HD, then click 'Sculpt HD' and wait.
When the process has finished, move your mouse to the area that you want to add final details to and press the 'A' button on your keyboard. Select the standard brush with an alpha and make sure your current stroke is DragRect. Start adding the skin detail for that area of the body with Z intensity set to 5 by dragging the alpha.
To see more details, change your material to RS_gretClayExtreme. When you are done press 'A' again.
Add fine details to the knee and elbow areas, like veins and creases.
Add details to all other parts of the body. For bigger areas, drag your alpha more and for smaller areas, drag in a few times to make it look more natural. Now you have a very detailed monster model.