![]() The shading process continues with setting up the material. The vertex map adds some nice details that could get lost in some light angles, and creates the feeling of a small and slightly aged statue. The shading process starts by obtaining a dirty vertex map (or cavity map, in ZBrush language) to enhance the bumpiness of the model. OBJ is imported and I create the shading network and rendering. The final 3D part of this tutorial is in Blender, my favorite 3D software, where the giant. Using ZBrush tools to create a more interesting pose Step 04: Blender The model then was decimated to about one million polygons and exported again as an. Using the Transpose tool and masked selections, the character gained a more evocative and energetic pose. Using layers in ZBrush, I try to find a more dynamic and interesting pose for the model, trying to hide the original boring symmetry that could kill the model. This model started as an anatomy study, so any technical phase like retopo and unwrapping was skipped, so I can remain focused on a fast but functional and creative method. Refining the model in ZBrush Step 03: Pose The geometry was subdivided a couple of times, and then I added the details on the main wings and on the "head petals" using a masked Inflate brush with three different Alphas from the default Alpha set. The model was imported in ZBrush in order to improve the details. Modeling the creature in Sculptris Step 02: ZBrush So from the basic sphere, after several night sculpting sessions, after various versions and different ideas, I reach the nice-looking and pleasant final model in the image. I have to say that this software is a pleasure to use for 3D sketching and doodling - so small and easy, without hundreds of buttons, functions, and settings. ![]() I used this software years ago, so I was very curious about its development after the Pixologic acquisition. In this first step I start the modeling process with Sculptris. This model started as an anatomy sculpting exercise, but I liked the final design so much that I decided to make a nice final render that could give more life to the model. Stefano Ciarrocchi takes you through his workflow for creating a beautiful character model. ***WARNING: CONTAINS NUDITY*** Stefano Ciarrocchi shares how he made the fanatical Sibilla using Sculptris.
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