1. Sculpting Torso in Z Brush
Continuing on from the last part of the tutorial series, I'll show you how to sculpt the torso of Goku.
Open Z Brush. Insert a cube as the torso.
Click on Dynamesh to fix the uneven topology.
Hold Shift to
smooth the edges of the cube. (Remember to press X before sculpting the mesh)
By using Move brush (B-M-V), sculpt the cube into torso shape.
Insert a sphere as the hip.
Using Move brush (B-M-V) shape the hips and fit with the torso.
Insert a cylinder as the arm.
Click on Dynamesh and smooth the edges.
Duplicate the arm’s mesh, mirror to the opposite side and merge together with the original arm.
Press X for symmetry, use Move brush (B-M-V) to sculpt the arm’s muscle shapes
Repeat the previous steps for legs also.
Merge neck, torso, hips, arms and legs together.
Click on Dynamesh to connect the topology.
Smooth the seam line of the body by holding Shift.
By using ClayBuildUp Brush (B-C-B), sculpt out the chest muscles.
Use the DamStandard Brush (B-D-S) to emphasise the shapes. You don’t need to
sculpt too much of details because you would sculpt again as normal map after
re-topology in Maya. You only need the big shapes of body.
Roughly sculpt out the abdomen muscle by using ClayBuildUp Brush (B-C-B). The lower part and the side of abdomen will be covered by clothes afterwards, so you don’t need to sculpt out the details.
Sculpt for arms’ muscles as shown in the following image.
For legs, I'll cover them with trousers afterwards, so we
only need the big shapes and differentiate the thigh and calf.
Insert a cube for hand palm as shown in the following image.
Insert another five more cubes as the fingers.
Back to palm’s subtool, click on Dynamesh and then smooth the
Hide the fingers’ cubes, use Move brush (B-M-V) to roughly sculpt out the palm shapes.
Unhide the thumb sub tool. Click on Dynamesh to fix the uneven
topology, then smooth the edges by holding Shift.
Use Move (B-M-V) and Claybuildup (B-C-B) brushes to sculpt out the thumb shape.
Repeat previous steps for the other fingers as well.
Merge all the fingers and palm sub tools together, then click
on Dynamesh to connect the topology. You may increase the resolution for higher
Smooth the seam lines by holding Shift.
Subdivide the mesh by pressing Ctrl-D. Use DamStandard Brush (B-D-S) brush and draw out the joint position of the fingers.
Use Claybuildup Brush (B-C-B) to make the fingers’ joint more obvious, it would make the works easier when we re-topology in Maya.
Duplicate the hand and mirror to the opposite side, then
merge both hands.
Export all the meshes as OBJ.
2. Re-Topology in Maya
Open Maya. Import all the obj files that we exported just
Select all the meshes, press Ctrl-G to group them all, then
move the group onto the grid.
Select the Persp Camera, change the Focal Length to 88. This focal
length is the most similar with human eyes.
Turn on Symmetry to World X.
Select the head mesh and click on the magnet to make live.
Go to Modeling Toolkit, select Quad Draw under Tools tab.
Let’s start to re-topology the head. Click on the head surface
to create the dots, press Shift and click to connect them into faces.
You may hide the other meshes by pressing H or Ctrl-H. Create
dots along the edges and press Shift to turn into faces.
Don’t connect the upper lip and lower lip wire frame, leave a
hole for the mouth.
After finishing re-topology the head, select the ear mesh and
make live. Select the re-topologised head mesh then select Quad Draw.
Continue re-topology of the ears.
After ear is done, select the body mesh and make live, select
the re-topologised mesh and continue re-topology of the torso.
For elbow and knee, create a topology as shown in the following image, which can help to maintain the shape when we do posing.
Repeat the steps for hand re-topology as well.
Select the mesh, go to Mesh Display > Soften Edge.
Next, we will re-topology the hair, turn off the Symmetry,
select one of the hair mesh > make live > Quad draw > re-topology.
Re-topology the hair strands one by one.
Select the body mesh, double click to select the edge loop of
Hold Shift and right mouse button and select Extrude Edges. Move the extruded faces inwards.
Now you've completed the re-topology of the body and hair.
In the next part of the tutorial series, I'll show how to model the outfit and create the normal map for Goku.
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