Creating Hulk Using Maya and ZBrush: Part 7
In this, the last part of the series, I'll show you how to do realistic sculpting and texturing of the Hulk character in Z Brush.
1. Importing Meshes to Z Brush
Step 1
Open Z Brush. Click on the Import button inside the Tool panel as shown in the following image.



Step 2
Import the Hulk01 .obj file which was saved in the last part of the tutorial.



Step 3
Only the body of the character gets imported. You need to import the rest of the parts one by one following the same method. With any of the available primitives selected, click on the Import button.



Step 4
Following the same procedure, import the Pant01.obj mesh as shown in the following image.



Step 5
And in the same way, import the Hair01.obj file also for the hair mesh.



Step 6
In the Sub Tool panel, click on the Append button to bring all the parts together.



Step 7
In this way, you get all parts of the model inside the Sub Tool objects list.



2. Subdividing Meshes
Step 1
Go to the Sub Tool panel and hide all parts of the mesh except the main body.



Step 2
With the body mesh selected, go to the Geometry panel and click twice on the Divide button. Alternatively you can press the D key on the keyboard.



Step 3
Click on the Del Lower button to delete the previous divisions.



Step 4
After deleting the lower divisions, you can now see the prominent body surface as shown in the following image.



3. Unwrapping
Step 1
Unwrap the body mesh. It's essential to unwrap the mesh first before doing any sculpting and texturing.
With the body mesh selected, click on the Zplugin menu on the main menu bar. You'll see the UV Master panel as shown in the following image.



Step 2
Inside
the UV Master panel, click on the Work
on Clone button to make a duplicate mesh.



Step 3
After creating the cloned mesh, click on the Enable Control Painting button as shown in the following image.



Step 4
Next, create the seams. Instead of selecting the seams manually, you can define areas of the mesh which you want to protect from seams. So, click on the Protect button.



Step 5
Start painting the indicated faces of the body to protect them from seams as shown in the following image. The area is shown in red.



Step 6
Click on the Attract button and start painting on the indicated back area where you want to have seams during unwrapping. The area is shown in blue.



Step 7
Now, click on the Unwrap button to unwrap the selected body mesh.



Step 8
After clicking on the unwrap button, you can see orange marks in the attracted area as shown in the following image. This shows the real seams.



Step 9
To see the unwrapped UVs map, click on the Flatten button.



Step 10
You can see the result of the unwrapped body mesh in the following image. Click on the UnFlatten button to go back.



Step 11
In the same way, also unwrap the pant mesh. After that, click on the UnFlatten button.



Step 12
In the same way, unwrap the hair mesh also, and don’t forget to click on the UnFlatten button after that.



Step 13
The unwrapping of all three meshes is done now. Turn on the visibility button in the Sub Tool panel as shown in the following image.



4. Applying Materials
Step 1
With the Hulk body mesh selected, click on the M (Material) button. Select a base material shade as shown in the following image.



Step 2
Click on the Color menu on the main menu bar. Click on the FillObject button to apply the selected material on the body mesh.



Step 3
Following the same process, apply material on the pant and hair meshes also.



5. Adding Details With Sculpting
Step 1
With the body mesh selected, go to the Geometry panel and click once on the Divide button to subdivide the body mesh. Alternatively, you can press the D key on the keyboard.



Step 2
You need to isolate the part where you want to add details. With the Shift-Alt keys pressed, click and drag with the left mouse button to select the head part to isolate it.



Step 3
Now you can see the selected area remains in the viewport while the rest gets hidden.



Step 4
Select the Move brush.



Step 5
With
the help of the Move brush, sculpt the face expression according to the Hulk
image.



Step 6
Once the face sculpting is done, Shift-Control-Drag outside the body mesh to unhide the rest of the body parts.



Step 7
Following the same method and with the help of Move brush, sculpt details on the body, as shown in the following image.



Step 8
To add more details, increase subdivisions by clicking once on the Divide button in the Geometry panel.



Step 9
After sculpting and adding more details with sufficient brush strokes, it looks like the following image.



Step 10
Following
the same method, sculpt the leg also.



Step 11
Subdivide the mesh topology twice to add details in the sculpting of nails, as shown in the following image.



Step 12
Following the same method, add details to the sculpting of muscle cuts and various veins of the body.



Step 13
Add more details to the abdominal muscles of the character.



6. Coloring and Painting
Step 1
With the body mesh selected, choose the Standard brush with Freehand Stroke option. Select the light green color and turn on the Rgb button.



Step 2
Paint the entire body with the green color as shown in the following image.



Step 3
Following the same method, paint the inner palm of the character with a light shade of color as shown in the following image.



Step 4
In the same way, colorize the nails also.



Step 5
Paint the lips, eyebrows and hair also.



Step 6
In this way, the sculpting and texturing of the Hulk is done.



Conclusion
This tutorial is the concluding part of the Creating Hulk Using Maya and Z Brush series.