Vamp Armor by Geoff Priest

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Image:Vamp_1.jpg

1. Hid and deleted areas on a base mesh, then used 'Close Holes' to prepare for Unified Skinning.

Image:Vamp_2.jpg

2. Created a Unified Skin.

Image:Vamp_3.jpg

3. Used ProjectAll on new mesh.

Image:Vamp_4.jpg

4. Sketched out details on the new mesh and generated a new Unified Skin to even out the topology.

Image:Vamp_5.jpg

5. Projected the details from the old mesh onto the new Unified Skin.

Image:Vamp_6.jpg

6. Polypainted with the Layer Brush (for hard edges) to define areas to be converted into Polygroups using 'Polygroups>From Polypaint'.

Image:Vamp_7.jpg

7. Used GroupsLoops to insert edge loops around polygroups.

Image:Vamp_8.jpg

8. Projected details back into mesh.

Image:Vamp_9.jpg

9. - Used the Smooth Groups brush to preserve and tighten polygroup borders while smoothing.

Image:Vamp_10.jpg

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'.

Image:Vamp_11.jpg

11. Used Valance Smoothing to evenly smooth out areas with vertices sharing more than four edges.

Image:Vamp_12.jpg

12. Painted masks with 'Mask by Polygroups' active to create clean mesh extractions.

Image:Vamparmor_groups.jpg

13. Final sculpt showing the polygroups.

Image:Vamparmor_final.jpg

14. The finished sculpt with polypaint and materials.

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