Speed Sculpting - 3DCreative Mag

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Welcome to the brand new Speed Sculptingsection of 3DCreative magazine. Each monthwe will give two talented ZBrush sculptors abrief and a base mesh from which they are tointerpret and speedily sculpt a model within asuggested time. Here we will show the stagesof creation of their “speed sculpts” in the formof mini tutorials. You will often find free moviesto accompany these tutorials, and we hope thatthis new series will be successful and thrive formany months to come!This month our two skilled speed sculptorsare Jesse Sandifer and Alex Oliver, who aretackling the brief: Pirates – Past & FutureIf you’d like to follow along with these tutorials,we have provided the same free base meshfor you that we also gave to these two artistsfor their own speed sculpts. Download yourown base mesh from the Free Resources logobelow and get sculpting! Enjoy!“.I realised that therewere many differentways to interpret apirate: bulky, fat, skinny,lanky, crazy/funnyfaces, with fun propslike swords, eye patches,hats, bandannas,ragged clothes, etc”

Pirates - Past & Future Speed SculptingCreated In:ZBrushIntroductionFor this speed sculpting tutorial, we wereprovided with a pretty fun brief: Pirates – Past& Future. With any sculpt I do, I find it highlyimportant to work out what I’m going to sculptbefore I even open ZBrush. I just sit downwith some paper and start doing some simpleconcept sketches (Fig.01a – b). Once I get ageneral idea, I then gather some referencesthrough Google and from any anatomy books Ihave at hand.ConceptWhen I started brainstorming for this sculptingtutorial, I realised that there were many differentways to interpret a pirate: bulky, fat, skinny,lanky, crazy/funny faces, with fun props likeswords, eye patches, hats, bandannas, ragged clothes, etc. So with myinitial concept I really had to think about what I wanted my subject to be. Ihad never done an emaciated or skinny type of sculpt before, so I thoughtI’d go with that. I knew I wanted a little bit of attitude with his demeanour,and I subconsciously thought of Gollum from The Lord of the Rings andhow possessive he was with the ring. I wanted to get that same sort of feelwith my character, and so I went with the concept of a pirate holding histreasure chest in his arms. I then thought I could give him a creepy “turnedback” pose, so protecting the chest from anyone who might be thinking oftaking it from him.I initially thought of giving the character a flat nose, no visible lips lookwith exposed teeth, but after starting the sculpt I ran into a model that waspopular in the 3DTotal forums, by LeChuck. I didn’t want to seem like Iwas copying his design, and so I decided to take his face in a differentdirection, complete with nose and lips (you’ll see this change of designdirection during the first video, available for download with this tutorial).Speed Sculpting!So to begin the actual sculpting session, I split up the mesh into polygroups so I can isolate different parts whenever I need to. I go withgroups for hands, arms, the torso and his head. I then pose my sculptwww.3dcreativemag.compage 56Issue 037 September 2008

Speed Sculpting Pirates - Past & Futureusing the Transpose Master. This is so I develop the correct emotionright off the bat. It really helps me to move when I have this established.A nice new feature in ZBrush is Poseable Symmetry which allows youto sculpt your mesh based on topology, and not on axes mirroring(Fig.02). This basically means you can have a posed model and if thetopology of your mesh is identical from one side to the other, then ZBrushwill symmetrically transfer your sculpt to both sides. It’s important toremember that each level of subdivision will require that you activatePoseable Symmetry so it can calculate the topology for each step.After I establish the pose and poseable symmetry, I start blocking ingeneral forms and shapes. Anatomy knowledge plays a huge part in thesespeed sculpts, so knowing where muscles and bones go is very important.For this character, I knew I wanted him to be skinny, so the arms andwaist need to be shaped accordingly. So using the Clay Tubes, Move, andInflate brushes, I start doing large macro level strokes to lay in the muscleflow. I use the Move brush to push around the masses, the Inflate brush tobring out muscle chunks and superficial bone, and the Clay Tubes brushto lay in muscle striation flow and the small muscles like abs.Once happy with the massing on onesubdivision level, I then go onto the next andcontinue the same process. After this stage, Ichoose to move on to the face and start definingthe bone structure and get the facial massingfigured out. This can be the most exciting part ofsculpting, because you can get your character’semotion to burst through if you get it right! I tryto just focus on getting the major character,defining features of his face without worryingabout details such as pores, fine wrinkles, etc.,at this stage.I’m about 45 minutes into the sculpting work atthis point – 25 minutes of posing and 20 minutesof roughing in forms (Fig.03).I go back to his body and bump up in iterationsto focus on laying in more muscle and bonedefinition. I really have to battle the scapulaeand vertebrae forms here because there is suchexposure in the back with this kind of body type.I have to reference these areas, and doing thisslows me down slightly. But the upside is thatI get to learn a bit more about back structure(Fig.04).www.3dcreativemag.compage 57Issue 037 September 2008

Pirates - Past & Future Speed SculptingWith the ribs in place I then start getting someeasy wrinkles laid in with the Rake brush, andthen give it a once over with the Smooth brushat about 30 percent, so as not to erase all of theRake’s work. I then go in and use the Slash 2brush to slice in some tight skin wrinkles overthe abs, since he’s bending over a bit.Here I’m at the 2.5 hour mark (Fig.05).Free Movie:To view the first part of the sculptingprogress, you can download Movie01 at the end of this tutorial.This next phase consists mainly of working onjoint transition details, like the elbow wrinkles,and making sure muscles are connectingtogether correctly. With every subdivision levelyou go up to, you have to bring out a little moredetail because it naturally gets smoothed in thesubdivision process. With a skinny charactersuch as this pirate, I didn’t want too much tobe smoothed out. I want him to have the rightamount of wrinkles and folds, but not so muchdetail that I can’t finish the sculpting in time!I also ‘pop out’ some of the veins in his armsusing the Inflate brush and some smoothing.www.3dcreativemag.compage 58Issue 037 September 2008

Speed Sculpting Pirates - Past & FutureIt’s now onto the part of the sculpting processthat a lot of us dread: hands and fingers! I usethe Transpose Master and proper masking inorder to pose the fingers. It’s then a matter ofusing the Clay, Inflate, and Clay Tubes brushesto start punching out the complex forms. Thispirate of course needs bony hands, so it’s moreabout how the phalanges punch through. I trynot to spend too much on the hands becauseit’s easy to get caught up in trying to make themperfect. In speed sculpting, it’s crucial to makea clear suggestion of the concept; save the finedetails for your free time! The faster you get, themore time you’ll have for details anyway.I need to move onto the pirate’s bandanna next,so I mask off part of his head and append it intoa new Subtool (this is ‘illegal’ for the ThreedySpeed Sculpting challenges, but for the sake ofthis tutorial I was graciously instructed to createprops with freedom!). I then use the Inflatebrush to stroke out the wrinkles and folds thatcome about in a bandanna which has been tiedaround a head (Fig.06a – k). I then bring in twospheres, typically used for eyeballs, and madebandanna tails out of them! This requires a bitof scaling, flattening and stretching in order toget them in the initial state, but then I just usethe Move brush with a high focal shift to givethem some gravity effect across the neck andshoulders. I then use Inflate and Smooth to givethem some folding and depth (Fig.07 – 08).Free Movie:To view the second part of thesculpting progress you can downloadMovie 02 at the end of this tutorial.Now it’s time for the treasure chest to come tolife, although I’m actually running short on timeat this point and don’t really have enough timeto make it look natural and worn enough, soI simply focus on getting the wooden planks,leather straps, and lock in place. I then use analpha of some wood as a mask, and then goand inflate in ZSub mode just a touch to cut inwww.3dcreativemag.compage 59Issue 037 September 2008

Pirates - Past & Future Speed Sculptingthe wood grain a bit (Fig.09). I can then rotateand scale it into the pirate’s arms. To do this,I have to tweak the pirate’s hands and fingersslightly to get them to grasp the chest a bit moreconvincingly.I like to leave myself about half an hour or so togo over the whole model and tweak out detailsin certain parts, so at this stage I take the libertyof focusing on the face a bit more and add morewrinkles and some eye details to bring out thecharacter even more (Fig.10 – 11).Free Movie:To view the third part of the sculptingprogress you can download Movie03 at the end of this tutorial.ConclusionWhenever I finish a speed sculpt, or anysculpt for that matter, I have a sense ofaccomplishment and relief. I always try tochallenge myself, learn something new, andtry a couple of new tricks that I’ve learned fromother ZBrush sculptors. And I’ll repeat: learninganatomy is the key in being able to have asuccessful speed sculpt! I’m always learning aswww.3dcreativemag.compage 60Issue 037 September 2008

much as I can. Putting your characters in varying poses will challenge youto know how certain muscles will flex, contract and stretch. But in the end,it’s all about the emotion and character in the pose and expression on theface (Fig.12 – 13).Jesse SandiferFor more from this artist visit:http://www.greengrassstudios.comOr contact:jsandifer@greengrassstudios.com

Pirates - Past & Future Speed SculptingCreated In:ZBrushStep 01:I begin this speed sculpt by trying to find thebest anatomical shape for my head. I use theStandard brush in ZSub mode to open upthe mouth area, and then use the Clay brushto add some detail for the ears and noseareas (Fig.01). Try changing the brush modeoccasionally as well, for example try setting it toaround 19. At this stage of the sculpting processit’s all about finding the shapes and not yetworrying about the details like wrinkles or pores,etc. And be sure to use good reference imageswhen you’re sculpting, too, as it will make all thedifference to your work!Step 02:Here you can see all the bones and the massstructure in my head sculpt starting to takeshape (Fig.02). I’m still using the Clay brushhere, also adding some volume to eyes. This isthe most important stage of a sculpting process– trying to get all the structure and shape rightbefore you move on to the finer details!Step 03:Now I move my attention to the body, addingvolume to the torso (Fig.03). You can try and setthe Clay brush to 22 for this type of work. Againbe sure to use some good anatomy referenceimages or anatomy books when sculpting at thisstage so as to be sure to get the proportions andaim for anatomical correctness.Step 04:Now it’s time to break up the symmetry of thework, so I turn the symmetry off in X and inTranspose I choose Rotate. Now I simply dragand draw an action line, and then rotate the arm,still working with Transpose using the Move tool.www.3dcreativemag.compage 62Issue 037 September 2008

Speed Sculpting Pirates - Past & FutureYou can also use a mask and that way work onjust the body part that you want to. As you cansee (Fig.04), I chose to mask the area of thebody that I wanted to pay attention to, as I foundthis particularly helpful for this kind of work. Todo this, just hold down Ctrl and draw and selectthe part of the body that you want to work on.Step 05:Using the mask, I now select the head and,pressing Ctrl I to invert it, I try to move androtate the head (Fig.05). You can also holddown the Ctrl key and click on the body to get asmoother mask, if you want.Step 06:Still working now on moving the body usingthe Transpose tool, I try to make my basemesh more dynamic, again using references tocapture a good pose (Fig.06). You can also tryusing a digital camera and take some photos ofyourself and use that as reference to sculpt, too!Step 07:At this stage I can start to work on the clothing for the character. To do thisI use Extract – go to Tool and you will find the Extract option in there. Firstof all, I select and mask the area that I want. To use the Extract option Ithen go to the region that I want to extract, click on Extract and there I willsee a new mesh form from the one I just extracted it from. A new Subtoolalso now forms in the menu, under the Tool menu (Fig.07).Step 08:Here you can see the creation of the hair. Again, you can use the Extracttechnique to create the hair – you just need to paint a mask on the headand then Extract (Fig.08).www.3dcreativemag.compage 63Issue 037 September 2008

Pirates - Past & Future Speed SculptingStep 09:Using the Subtool menu you can add any additional meshes that you wishor need to use. Here I use a cube which I exported from XSI to create thehat (Fig.09). You can see that I did the same thing with the belts, too. Allthat you need to do is import a mesh using the Tool menu and selectingImport.Step 10:You can see here that I also imported another mesh to create the teeth(Fig.10). Here I am still working on the facial expression, adding details onthe eyes, nose and ears, etc. As I mentioned before, it is very importantyou use references in order to help your sculpture look as much like a realface as possible.Step 11:Here I start work on a beard for my pirate, which I again use the Extractmethod for, in the same way that I created the hair and clothing (Fig.11).To add details to the beard I use the Snakehook tool to add movemovement to the hair. I try to do this in lots of different directions to makethe hair look as believable as possible.Step 12:Here is the head with a different shader (Fig.12). To change the shadersimply go to the Material menu and choose any of the many shaderswhich are available in ZBrush. Sometimes, changing the shader will helpyou to see the shapes of your sculpt better.Step 13:At this stage I’m now adding the details as well new meshes to the model,constantly working towards a final sculpt (Fig.13).Step 14:And finally, here is a final image of my Speed Sculpt for the brief. I workedfor 3 hours and 20 minutes on this sculpt, in total – I hope you like it!www.3dcreativemag.compage 64Issue 037 September 2008

Speed Sculpting Pirates - Past & FutureNote from the Editor: Alex Oliver has kindly given us real-time moviefootage detailing the creation of this speed sculpt to accompany thisSpeed Sculpting tutorial for 3DCreative, all of which are available todownload here now! Simply click on the ‘Free Movies’ download logo andyou’re away! Please note that because the movies are in real-time the filesizes are large – there are 17 movies in total, with a combined file size of936MB compressed/2.4GB uncompressed. These movies are a great wayto see Alex Oliver at work, so sit back, relax, and enjoy!Alex OliverFor more from this artist visit:http://www.alexoliver.art.br/Or mpage 65Issue 037 September 2008

ZBrush Introduction For this speed sculpting tutorial, we were provided with a pretty fun brief: Pirates – Past & Future. With any sculpt I do, I find it highly important to work out what I’m going to sculpt before I even open ZBrush. I just sit down with some paper and start doing

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