This process is crucial for the next steps since we will then sculpt finer and finer forms around the basic facial anatomy that I am sculpting at this level of subdivision, which is still pretty low res but enough for a nice facial foundation. Now that we have some more resolution and geometry to work with, let's start building up some basic facial features with the Clay brush. ZRemeshing and finishing the base mesh Step 04: Adding subdivision levels We are still very low res so, even though we ZRemeshed our model, we are not yet ready to pull and push the proportions too much, but we can finalize our base mesh, trying to stick with our reference image, moving vertices around and trying to end up with something we like. In this way I can move the proportions without being concerned about pulling and pushing geometry too much. Now that we're happy with our messy blocked-out shape, we'll use ZRemesher on it in order to get a clean topology. Making the initial rough sculpt using a sphere Step 03: Finishing the base mesh Two PolySpheres popped inside the geometry as the eyes concludes this step. And it's just a matter of having fun, brainstorming and sparking your passion while moving vertices and big chunks of low-res polygons. The more excited you get with the basic sketching, the more beautiful your design will look like at the end. In this phase I am not concerned at all with details, just with trying to create a very basic shape that's similar to the reference image. I start to play with a PolySphere and add just a few levels of subdivision in order to pull and push the geometry. The resin sculpt used as a basis for this creature Step 02: Sketching from a sphere This is one of the most important steps in creature creation. In this case I decide to use a resin bust I sculpted and painted as the source of reference, but keep in mind that later on I could drastically change the design or incorporate some more sources of inspiration. The first thing I do before starting to design a creature is get inspired, whether by something I did in the past or by any type of interesting image I come across while searching for inspiration. Then we'll create UVs and render the model in real-time in Marmoset Toolbag 2, before adding the final touches with Photoshop. We will cover creature sketching, inspiration sources, base sculpting, advanced sculpting, and micro detailing. The tutorial will cover these main processes: sketching, modeling, texturing and rendering. Welcome to my ZBrush tutorial, in which I will be covering the process of how I design, sculpt, texture and render a creature bust from A to Z, using the ZBrush, Photoshop and Marmoset Toolbag 2 software. Concept designer Fabrizio Bortolussi guides us through the creation of his ZBrush creature "Kappa"
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