1. Importing Meshes to Z Brush
Step 1
Open Z
Brush. Click on the Import button inside the Tool panel as
shown in the following image.
![Open Z Brush](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/22.jpg)
Step 2
Import the Hulk01
.obj file which was saved in the last part of the tutorial.
![Import the Hulk01 obj file](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/23.jpg)
Step 3
Only the
body of the character gets imported. You need to import the rest parts one by
one following the same method. With any of the available primitives selected, click
on Import button.
![Import button](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/24.jpg)
Step 4
Following
the same procedure, import Pant01.obj mesh as shown in the following image.
![Import Pant01obj mesh](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/25.jpg)
Step 5
And in the same
way import Hair01.obj file also for the hair mesh.
![Import Hair01obj file](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/26.jpg)
Step 6
In the Sub Tool panel, click on Append button to bring all parts
together.
![Sub Tool panel](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/27.jpg)
Step 7
In this way,
you get all parts of the model inside the Sub Tool objects list.
![Sub Tool objects list](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/28.jpg)
2. Subdividing Meshes
Step 1
Go to Sub
Tool panel and hide all parts of the mesh except the main body.
![Sub Tool panel](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/29.jpg)
Step 2
With the
body mesh selected, go to Geometry panel
and click twice on Divide button. Alternatively you can press D
key on the keyboard.
![Geometry panel](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/30.jpg)
Step 3
Click on Del Lower button to delete the previous
divisions.
![Del Lower button](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/31.jpg)
Step 4
After
deleting the lower divisions, you can now see the prominent body surface as
shown in the following image.
![Deleting the lower divisions](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/32.jpg)
3. Unwrapping
Step 1
Unwrap the body mesh. It’s essential to unwrap the mesh first before
doing any sculpting and texturing.
With the body mesh selected, click on Zplugin menu on main menu bar. You’ll
see the UV Master panel as shown in the following image.
![UV Master panel](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/33.jpg)
Step 2
Inside
the UV Master panel, click on Work
on Clone button to make a duplicate mesh.
![Work on Clone button](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/34.jpg)
Step 3
After creating
the cloned mesh, click on Enable Control Painting button as shown in the
following image.
![Enable Control Painting](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/35.jpg)
Step 4
Next to create the seams. Instead of selecting the seams manually, you can define
areas of the mesh which you want to protect from seams. So, click on Protect button.
![Protect button](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/36.jpg)
Step 5
Start
painting the indicated faces of the body to protect them from seams as shown in
the following image. It shows in red color.
![Start painting](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/37.jpg)
Step 6
Click on Attract button and start painting on
the indicated back area where you want to have seams during unwrapping. It
shows in blue color.
![Attract button](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/38.jpg)
Step 7
Now, click
on Unwrap button to unwrap the selected body mesh.
![Unwrap button](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/39.jpg)
Step 8
After
clicking on unwrap button, you can see orange mark in attracted area as shown
in the following image. This shows the real seams.
![The real seams](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/40.jpg)
Step 9
To see the
unwrapped UVs map, click on Flatten
button.
![Flatten button](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/41.jpg)
Step 10
You can see
the result of unwrapped body mesh in the following image. Click on UnFlatten button to return back.
![UnFlatten button](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/42.jpg)
Step 11
Following
the same way, unwrap the pant mesh also. After that, click on UnFlatten button.
![UnFlatten button](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/43.jpg)
Step 12
In the same
way, unwrap the hair mesh also and don’t forget to click on the UnFlatten button after that.
![UnFlatten button](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/44.jpg)
Step 13
The
unwrapping of all three meshes is done now. Turn on the visibility button in Sub Tool panel as shown in the
following image.
![Sub Tool](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/45.jpg)
4. Applying Materials
Step 1
With the
Hulk body mesh selected, click on M
(Material) button. Select a base material shade as shown in the following image.
![Material](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/46.jpg)
Step 2
Click on Color menu on the main menu bar. Click
on FillObject button to apply the selected
material on the body mesh.
![](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/47.jpg)
Step 3
Following
the same process, apply material on the pant and hair meshes also.
![Apply material](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/48.jpg)
5. Adding Details with Sculpting
Step 1
With the body
mesh selected, go to Geometry panel and click one time on Divide
button to subdivide the body mesh. Alternatively you can press D key on
the keyboard.
![Geometry panel](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/49.jpg)
Step 2
You need to
isolate the part where you want to add details. With the Shift-Alt key
pressed, click and drag with the left mouse button to select the head part to
isolate it.
![Isolate the part](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/50.jpg)
Step 3
Now you can
see the selected area remains in the viewport while the rest of the part gets
hidden.
![Isolated head](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/50a.jpg)
Step 4
Select the Move
brush.
![Move brush](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/51.jpg)
Step 5
With
the help of Move brush, sculpt the face expression according to the Hulk
image.
![Move brush](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/52.jpg)
Step 6
Once the
face sculpting is done, do Shift-Ctrl-Drag out side of body mesh to unhide the rest of the body parts.
![Shift - Ctrl - Drag](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/52a.jpg)
Step 7
Following
the same way and with the help of Move brush, sculpt details to the body
as shown in the following image.
![Move brush](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/53.jpg)
Step 8
To add more
details, increase subdivisions by clicking once on Divide button in Geometry
panel.
![Divide button in Geometry panel](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/54.jpg)
Step 9
After sculpting
and adding more details with sufficient brush strokes, it looks like as shown
in the following image.
![After sculpting](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/55.jpg)
Step 10
Following
the same way, sculpt the leg also.
![Sculpt the leg](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/55a.jpg)
Step 11
Sub-divide
the mesh topology twice for adding details in the sculpting of nails as shown
in the following image.
![Sub-divide the mesh topology twice](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/56.jpg)
Step 12
Following
the same way, add details to the sculpting of muscle cuts and various veins of
the body.
![Muscle cuts and various veins](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/57.jpg)
Step 13
Add more
details to the abdominal of the character.
![Add more details to the abdominal](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/57A.jpg)
6. Coloring and Painting
Step 1
With the
body mesh selected, choose the Standered brush with Freehand Stroke
option. Select the light green color and turn on Rgb button.
![Freehand Stroke](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/58.jpg)
Step 2
Paint the
entire body with the green color as shown in the following image.
![Green color](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/59.jpg)
Step 3
Following
the same way, paint the inner palm of the character with a light shade of color
as shown in the following image.
![Inner palm](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/60.jpg)
Step 4
In the same
way, colorize the nails also.
![Colorize the nails](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/61.jpg)
Step 5
Paint the
lips, eyebrows and hair also.
![Paint the lips eyebrows and hair](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/62.jpg)
Step 6
In this way,
the sculpting and texturing of the Hulk is done.
![Final](https://cms-assets.tutsplus.com/uploads/users/168/posts/26411/image/63.jpg)
Conclusion
This tutorial is the concluding part of the Creating Hulk Using Maya and Z Brush series.
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