Vamp Armor by Geoff Priest
From ZBrush Info
1. Hid and deleted areas on a base mesh, then used 'Close Holes' to prepare for Unified Skinning.
2. Created a Unified Skin.
3. Used ProjectAll on new mesh.
4. Sketched out details on the new mesh and generated a new Unified Skin to even out the topology.
5. Projected the details from the old mesh onto the new Unified Skin.
6. Polypainted with the Layer Brush (for hard edges) to define areas to be converted into Polygroups using 'Polygroups>From Polypaint'.
7. Used GroupsLoops to insert edge loops around polygroups.
8. Projected details back into mesh.
9. - Used the Smooth Groups brush to preserve and tighten polygroup borders while smoothing.
10. Continued to sculpt details, using 'Brush>Auto Masking>Mask by Polygroups' to quickly confine sculpting to each polygroup.
- Extra edge loops can be added to select polygroups by using 'Tool>Geometry>Edge Loops'.
- Edge loops can also be grouped together to facilitate quicker sculpting when using 'Mask by Polygroups'.
11. Used Valance Smoothing to evenly smooth out areas with vertices sharing more than four edges.
12. Painted masks with 'Mask by Polygroups' active to create clean mesh extractions.
13. Final sculpt showing the polygroups.
14. The finished sculpt with polypaint and materials.














