Juicy details
14:54Finally the part I've been waiting for! I'm a big fan of details. Although I never enjoy painting them there's something incredibly satisfying about putting a lot of detail into a Zbrush model.
I spent a lot of time gathering resources and tutorials on different ways of doing what I wanted. I knew a lot of my detail would come with texturing but there were some things that I really wanted to be sculpted.
I began with the insert sphere tool and carefully placed spheres (pearls?) around certain parts of the headdress. I then made an alpha from patterns and was able to just drag those onto my model and they'd be raised ever so slightly off the mesh which achieved the look I wanted. I then smoothed them out and sharpened them up a little.
Whilst I got really into the details I tried to remember that I still needed her to look good from a distance. I put the most detail around the head and neck and then made less on the other parts. This is partly because I'm going to put a tilable pattern on the fabric which would make it look really noisy alongside the intense detail like on the headdress.
I plan to refine some things tomorrow as well as make a part I almost forgot (eek!) and then retopologise.
I'm a little concerned about retopology in Zbrush because I don't have as much control over my tri count as I do it so there will probably be a bit of trial and error in making the budget (15k tris) stretch. I guess I'll have to see!







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