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  1. 3D & Motion Graphics
  2. Maya
Cgi

Creating Hulk Using Maya and ZBrush: Part 7

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Difficulty:AdvancedLength:ShortLanguages:
Final product image
What You'll Be Creating

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.

Open Z Brush
Open Z Brush

Step 2

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

Import the Hulk01 obj file
Import the Hulk01 .obj file 

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.

Import button
Import button

Step 4

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

Import Pant01obj mesh
Import Pant01.obj mesh

Step 5

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

Import Hair01obj file
Import Hair01.obj file

Step 6

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

Sub Tool panel
Sub Tool panel

Step 7

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

Sub Tool objects list
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. 

Sub Tool panel
Sub Tool panel

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. 

Geometry panel
Geometry panel

Step 3

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

Del Lower button
Del Lower button

Step 4

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

Deleting the lower divisions
Deleting the lower divisions

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.

UV Master panel
UV Master panel

Step 2

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

Work on Clone button
Work on Clone button

Step 3

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

Enable Control Painting
Enable Control Painting

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.

Protect button
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.

Start painting
Start painting

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.

Attract button
Attract button

Step 7

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

Unwrap button
Unwrap button

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.

The real seams
The real seams

Step 9

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

Flatten button
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.

UnFlatten button
UnFlatten button 

Step 11

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

UnFlatten button
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.

UnFlatten button
UnFlatten button 

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. 

Sub Tool
Sub Tool 

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.

Material
Material

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.

Apply material
Apply material

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. 

Geometry panel
Geometry panel 

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.

Isolate the part
Isolate the part

Step 3

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

Isolated head
Isolated head

Step 4

Select the Move brush.

Move brush
Move brush

Step 5

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

Move brush
Move brush

Step 6

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

Shift - Ctrl - Drag
Shift-Control-Drag

Step 7

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

Move brush
Move brush

Step 8

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

Divide button in Geometry panel
Divide button in Geometry panel

Step 9

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

After sculpting
After sculpting 

Step 10

Following the same method, sculpt the leg also. 

Sculpt the leg
Sculpt the leg

Step 11

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

Sub-divide the mesh topology twice
Subdivide the mesh topology twice 

Step 12

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

Muscle cuts and various veins
Muscle cuts and various veins

Step 13

Add more details to the abdominal muscles of the character. 

Add more details to the abdominal
Add more details to the abdominal muscles

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.

Freehand Stroke
Freehand Stroke 

Step 2

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

Green color
Green color

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. 

Inner palm
Inner palm

Step 4

In the same way, colorize the nails also.

Colorize the nails
Colorize the nails

Step 5

Paint the lips, eyebrows and hair also. 

Paint the lips eyebrows and hair
Paint the lips, eyebrows and hair 

Step 6

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

Final
Final

Conclusion

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

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