
1. Exporting meshes object
Step 1
Start Maya and open the file which was saved in the last part of the tutorial.

Step 2
With the body mesh selected, go to File > Export selection command as shown in the following image.

Step 3
In the Export Selection window, locate the Source File folder and set the name as Body Mesh and then click on Export Selection button to export the selected mesh as Obj file type.

Step 4
In this way, you have exported all meshes as Gum Mesh, Eye Balls mesh, Body Mesh and Teeth Mesh as shown in the following image.

2. Importing OBJ Meshes in Z-Brush
Step 1
Run Z-Brush application.

Step 2
In the tool panel, click on Import button to open the Import 3D Mesh window. Locate the source folder where you have kept all exported meshes in Obj file format.

Step 3
You can now see all exported Obj meshes in the the source file folder location. With the Body Mesh file selected, click on Open button to open the selected body mesh inside Z-Brush application.

Step 4
While importing the body mesh, you will be asked to choose one of two options. You have to click on Quads and Triangles option as shown in the following image.

Step 5
You will see the body has been imported in Z-Brush.

Step 6
You can also see the body mesh in the Subtool panel list as shown in the following image.

Step 7
Select the star poly mesh primitive to make the body mesh stay in the Subtool list.

Step 8
Following the previous steps, import the Eye Balls Mesh and then click on Open button.

Step 9
In this way, import all meshes in Z-Brush. You can see all meshes in the recent tool history as shown in the following image.

Step 10
Click on any one of the imported meshes and then click on Append button in the Subtool list.

Step 11
A quick panel appears. Select the body mesh as shown in the following image.

Step 12
Now you can see the body mesh is listed now in the Subtool list. Following the same way, you need to append all imported meshes under Subtool panel.

Step 13
In this way, you we have listed all 4 meshes in the Subtool list.

Step 14
Drag the mouse in the canvas to open all meshes of the dinosaur as shown in the following image.

Step 15
Click on Material button and select the Base Material in the Material list to apply on the body mesh.

Step 16
Go to Color menu and click on FillObject button to apply the base material on the body mesh.

3. Sculpting Basic Shape Detail
Step 1
Click on Geometry tab and then click on Divide button once to subdivide the mesh as shown in the following image.

Step 2
Select the Move brush by clicking on the brush selection button as shown in the following image.

Step 3
With the Move brush selected, you have to modify the basic shape of the body and head as shown in the following image.

Step 4
Keep modifying the various parts of the body as shown in the following image.

Step 5
Increase the value of Z Intensity to 6 and add details to the body using Clay Buildup brush.

4. Subdividing For More Details
Step 1
Go to Geometry tab and then click on Divide button one more time to subdivide the mesh.

Step 2
With the ClayBuildup brush selected, continue sculpting for more details.

Step 3
Press Shift-Ctrl-drag the pen tablet or mouse to create a rectangle shape to isolate the selected part.

Step 4
You'll get the head isolated which will make the sculpting process easier and more focused.

Step 5
Subdivide the mesh three times to get more dense mesh.

Step 6
Go to Stroke > LazyMouse tab and then increase the LazyRedius value to 20.

Step 7
Add details to the neck and rib cage areas as shown in the following image.

Step 8
Go to Geometry tab and then
click on Divide button one more time to subdivide the mesh.

5. Sculpting With Mask Selection
Step 1
With the Ctrl key pressed, draw strips mask as shown in the following image.

Step 2
Following the same way, perform the task from each finger to top ankle as shown in the following image.

Step 3
Flip the selection by pressing Ctrl key and clicking on canvas as shown in the following image.

Step 4
Click on Deformation tab and increase the Inflate slider as shown in the following image.

Step 5
Click on the blank area of the canvas to unmask the selection to see the result as shown in the following image.

Step 6
Select Standard brush, followed by Dragract stroke and Alpha 58 map and then sculpt more details to generate wrinkles as shown in the following image.

Step 7
Sculpt the rib cage and add details to the skin by subdividing the mesh.

Step 8
Click on Geometry tab and then click on Divide button once to subdivide the mesh for dense tessellation.

Step 9
Subdivide the mesh further and sculpt more to add details and wrinkles as shown in the following image.

Step 10
Select ClayBuildup brush, followed by DragRect stroke and Alpha 25 map to add details to the skin.

Step 11
Sculpt on the masked selection as shown in the following image.

Step 12
This is how it looks after adding details to the skin.

Step 13
Click on LightBox button, followed by Alpha tab button and Leathery Skin99 map.

Step 14
Mask the sculpting area as shown in the following image.

Step 15
Following the same way, sculpt the entire body skin as shown in the following image.

Step 16
Click on Geometry tab and then click on Divide button once to subdivide the mesh for dense tessellation.

Step 17
Mask the inner side of the foot and then click on Deformation tab to increase the Inflate slider.

Step 18
Sculpt the foot skin as shown in the following image.

Step 19
You can add some variety on the skin using various brushes as shown in the following image.

Step 20
Following the same way, add details and wrinkles to the tail skin also.

Step 21
Click on Geometry tab and then click on Divide button once to subdivide the mesh for dense tessellation.

Step 22
Followings are the profile renders from the various angles.



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