1. Sculpting Torso
Start Z Brush and open the file which was saved in the last part of the tutorial. The head part was created, now I'll show you how to sculpt the torso.
Go to Geometry > Insert > Cube3D and create a cube.
Scale and place the cube to the approximate position. Press X to mirror the following actions.
Shift key to smooth the edges of the cube.
Move brush (B-M-V), sculpt out the basic shape of upper body.
the Geometry > DynaMesh, reduce the Resolution to 8, then click DynaMesh to
fix the uneven topology.
Insert a Sphere from Geometry > Insert, place and scale as hips.
using Move brush (B-M-V), sculpt the basic shape of the hips.
both upper body and hips together from Geometry > Merge > Merge Down.
Click DynaMesh. Go to Geometry > Dynamesh > Resolution: 16.
Dynamesh not only fixes uneven topology, but also merges two separated objects’ topology into one individual object.
Shift and smooth the surface. Subdivide the mesh by pressing Ctrl-D twice.
out the breasts using ClayBuildUp brush (B-C-B), then smooth the surface.
Continue with ClayBuildUp brush, sculpt out the scapula from the back.
the hips, use DamStandard brush (B-D-S) to get the shapes.
Since the torso mesh was build up by two meshes before. When you press Shift-F to show the wireframe, you'll find that the mesh has two different colours, and you have to fix this before exporting to Maya.
On the right side, expand
Polygroups, click Autogroup.
it should look like the right side as shown in the following image. This step is to prevent the mesh separated
when you export to Maya.
2. Sculpting Legs
Go to Geometry > Insert and insert a cylinder. Scale and place the cylinder on the leg’s position.
Rotate a little bit outwards.
Dynamesh with Resolution as 16, then hold Shift button to smooth the surface.
Press Ctrl-D to subdivide
the mesh. Using Move brush (B-M-V), pull out the basic shape of leg.
Duplicate and mirror for the right leg. Then merge them together.
Go to Geometry > Insert > Cube and insert a cube for foot. Place and scale the cube to the foot’s position.
Since the character will be wearing high heels, so the foot needs to be stand on tiptoe, but you don’t need to sculpt the toes since they will be covered by the heels.
Rotate a little on x-axis.
Hold Shift button to smooth the edges.
If the leg mesh is not attached together with
foot, you can either move up the foot mesh (W-E-R), or extend the leg mesh with
Move brush (B-M-V). Here, I used the second way of doing so.
Go to Geometry and click on Dynamesh to fix uneven topology.
Duplicate and mirror to the right, then merge together. Press X to mirror your following actions.
Move brush (B-M-V) to shape the feet.
Merge leg mesh and feet mesh together. Then click DynaMesh to join the wireframe into one mesh.
Shift button to smooth the surface. Use Move brush (B-M-V) or ClayBuildUp brush
(B-C-B) to shape it if needed.
3. Sculpting Arms
Create a cylinder for arm. Place and scale the cylinder to the arm’s position as shown in the following image.
Press Dynamesh with Resolution as 32 to equalise the topology surface.
Shift button to smooth the surface.
the mesh by pressing Ctrl-D for easier shaping. Use Move brush (B-M-V) to
shape the arm.
Press Shift-D to lower down the subdivision level. Then delete the higher level.
and mirror to the opposite side, then merge them together.
4. Merging Torso with Legs and Arms
as your file for backup since merging is not an undo-able action. Merge the
torso, legs and arms meshes together.
Go to Geometry and click on DynaMesh with resolution as 80 to fix the topology, then hold Shift
button to smooth the surface.
Use ClayBuildUp brush (B-C-B) to shape the underarms and breasts details, then smooth the surface.
with B-C-B, sculpt out the rib cage shape and abdomen as shown in the following image.
brush (B-D-S) to sculpt the line between the abdomen and thigh.
Use Move brush (B-M-V) to sculpt the hips and thigh.
Merge head and body meshes together. This time, I wouldn’t use DynaMesh to combine the topology, since DynaMesh will reduce the details that L'd made before.
The head mesh has a lot of small details like eyes, mouth, so we will only
merge head and body without combining their topology.
ClayBuildUp brush (B-C-B) to sculpt the throat.
Since the head mesh was very high poly, so basic Smooth brush is not enough to smooth the surface.
Shift button to smooth the surface. Use Polish brush (B-P-O) to polish the
attaching line of neck and torso.
ClayBuildUp brush (B-C-B), sculpt out the clavicle.
we're done with sculpting the torso and limbs.
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