Picking this character back up—my own take on him. He’s rigged and ready to walk. Using the “Hair” reflectance model for softer fabric and Alembic hair for convenience.
Picking this character back up—my own take on him. He’s rigged and ready to walk. Using the “Hair” reflectance model for softer fabric and Alembic hair for convenience.
In this long-format ZBrush speed sculpt, I start with nothing but a simple cylinder and shape it into a dynamic fighter striking a powerful pose. It’s all about sculpting on the fly—no blueprint, just pure exploration and chasing the flow of anatomy and gesture
I'm adjusting the clothing, skin materials, and fit (I gave him a little belt and shoes). I will pose him next and then follow up with a face pass. I need to figure out movie settings on the renders as I get odd aliasing in them...
I shifted everything to Unreal Engine and started making a custom skin shader for him; the clothing is still a block in with a custom shader. You can follow along in realtime on this project on my Twitter or X
In this tutorial, I guide you through an efficient technique to transition character clothing between different body types using ZBrush and Maya. Whether you're dealing with minor tweaks or dramatic transformations, this method simplifies the process, saving you time and effort. We’ll cover everything from preparing your meshes and ensuring topology consistency to using Transpose Master and creating blend shapes. Plus, I'll show you how to clean up and finalize your model for professional-quality results. Perfect for game developers, animators, and 3D artists looking to streamline their workflow. Happy sculpting!