Advanced Techniques: Sculpting the Demon Beast

In this section, we’ll explore the steps used to sculpt the Horned character in Figure 3-50. I designed this character from the same generic head mesh used earlier in this chapter. When adding the long horns on the top of the head, I didn’t use Insert Mesh but chose a different technique: I added these parts by exporting the model to Maya to add new geometry and then reimporting the model into ZBrush, retaining all the sculpted levels of form. I did this using the GoZ plug-in. This is a valuable workflow in a production pipeline as it allows you to work free and unencumbered by concerns with the base mesh. If you ever need to adjust the topology or add new geometry to support new appendages, that’s ...

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