The sculpt is finally complete, and I can happily say i’m pretty proud of it! The following model is the high poly version.
High Poly
Low Poly version; for Animation.
So obviously I chose to take on the digital sculpt assignment. It was strongly recommended that we sculpt our monster in using zBrush, so that was my program of choice. The user interface was pretty scary to begin with but the more I used the program the easier it got, although I still have so much to learn.
I love how the final sculpt turned out and as I said above, with it being my first proper sculpt I am quite pleased with it! However, when it came to breaking it down and retopologizing it so it would be suitable for animation, I lost so much detail. I attempted to retopologize by hand but I just couldn’t for the life of me work out how to create proper edge flow when it came to the veins coming from the screen. Seeing as they were spreading out in different directions across the surface I had no clue. I decided to use the Remesh option under the subtools to bring the polycount down, then zRemesh’d it. The topology was awful at first, but by using the zRemesher guideline tool I easily fixed this problem.
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