In order to get comfortable and familiar enough with the mechanics of ZBrush prior to commencing modelling assets I practiced by creating a skull.
Surprisingly, ZBrush's user interface is very intuitive and can be used to create models of higher detail than Maya in undoubtedly less time and effort involved. The only downside I can see at this point in time is that, based on a couple of tutorials I have glanced over, there is no reference plane to guide you in the blocking stage of modelling which means a good grasp of 3D form and shape is a prerequisite. However, I did not struggle with this aspect because of my prior experience with traditional sculpting and fine arts in general. The faults I have found within my work are mainly the reliance on a higher resolution which has caused for the teeth to lack subdivisions as well as the non-existent gradient and flow of the shadows when rendering. I will conduct further research into both and work towards creating future models void of these faults.
Furthermore, lower resolution versions of this skull model will be integrated into the debris as part of my environment.
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