A Non-Destructive Workflow for Zbrush

Zbrush is the perfect tool for creating models of creatures. It’s ability to handle high poly models makes it perfect for using scan data as a direct reference for reconstructions.

In her presentation on Paleo Art with Zbrush, 3D creature artist Sian Warren gives an excellent overview of her non-destructive method of sculpting extinct lifeforms for clients using Zbrush.

Research

Williams uses pureref to host the litany of research that is needed to create an accurate 3d reconstruction. She describes collecting paleoart, illustrations, paintings, scientific illustrations, science journals, science blogs, museums, zoos, 3d palaeo art, lidar scans, CT scans and other 3D scans as reference. Paying attention to current understanding is important, although she also says that it can be helpful to compare previous knowledge to current knowledge.

3D Reference Sources

https://www.skeletaldrawing.com/non-dinosaurs/basilemys 

https://digimorph.org/index.phtml 

3dFossils 

These sources can be useful to referencing direct scans of fossilised species. The sketchfab page is very helpful, as although the models are not available to download, it is great being able to view them from any angle in this interface.

Workflow

Take 3D scan data in to Zbrush

Create polygroups for geometry that would be manipulated together.

Use masking and the anchor tool to manipulate the bones on one half of the scan into an A pose.

Mirror the Limbs.

Match to other first hand information like photographs of fossils.

Use layers when adding details. This way if advisors or clients want changes, these changes can easily be edited out using morph targets (and edited back in if they should change their mind!)

Use an IMM brush to create muscle groups, or create a blockout shape and use the dam standard brush to block out muscle groups and forms.

Tweak the model from different angles, paying attention to the silhouette and reference.

To pose the model create polygroups and use the anchor tool. The quick polygroups tool can be used easily if the model has good edgeflow or UV maps.

To sculpt scales, create VDM brushes by sculpting them on a plane with edges masked.

Create another VDM brush which contains a group of scales to save time with details.

Use the drag stamp tool to gradiate the intensity of the scales.

Use morph targets to erase unwanted parts or anomalies.

Use alphas for wrinkles, for example flipped normal skin kit alphas.

For microfine details use surface noise tool and import alphas. Apply it as a layer.

Sources

https://www.youtube.com/watch?v=aahgpWR2ycw

https://www.artstation.com/sianwarren

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3D Art and Palaeontology