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.
Step 2
Import the Hulk01
.obj file which was saved in the last part of the tutorial.
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.
Step 4
Following
the same procedure, import Pant01.obj mesh as shown in the following image.
Step 5
And in the same
way import Hair01.obj file also for the hair mesh.
Step 6
In the Sub Tool panel, click on Append button to bring all parts
together.
Step 7
In this way,
you get all parts of the model inside the Sub Tool objects list.
2. Subdividing Meshes
Step 1
Go to Sub
Tool panel and hide all parts of the mesh except the main body.
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.
Step 3
Click on Del Lower button to delete the previous
divisions.
Step 4
After
deleting the lower divisions, you can now see the prominent body surface as
shown in the following image.
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.
Step 2
Inside
the UV Master panel, click on Work
on Clone button to make a duplicate mesh.
Step 3
After creating
the cloned mesh, click on Enable Control Painting button as shown in the
following image.
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.
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.
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.
Step 7
Now, click
on Unwrap button to unwrap the selected body mesh.
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.
Step 9
To see the
unwrapped UVs map, click on Flatten
button.
Step 10
You can see
the result of unwrapped body mesh in the following image. Click on UnFlatten button to return back.
Step 11
Following
the same way, unwrap the pant mesh also. After that, click on UnFlatten button.
Step 12
In the same
way, unwrap the hair mesh also and don’t forget to click on the UnFlatten button after that.
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.
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.
Step 2
Click on Color menu on the main menu bar. Click
on FillObject button to apply the selected
material on the body mesh.
Step 3
Following
the same process, apply material on the pant and hair meshes also.
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.
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.
Step 3
Now you can
see the selected area remains in the viewport while the rest of the part gets
hidden.
Step 4
Select the Move
brush.
Step 5
With
the help of Move brush, sculpt the face expression according to the Hulk
image.
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.
Step 7
Following
the same way and with the help of Move brush, sculpt details to the body
as shown in the following image.
Step 8
To add more
details, increase subdivisions by clicking once on Divide button in Geometry
panel.
Step 9
After sculpting
and adding more details with sufficient brush strokes, it looks like as shown
in the following image.
Step 10
Following
the same way, sculpt the leg also.
Step 11
Sub-divide
the mesh topology twice for adding details in the sculpting of nails as shown
in the following image.
Step 12
Following
the same way, add details to the sculpting of muscle cuts and various veins of
the body.
Step 13
Add more
details to the abdominal of the character.
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.
Step 2
Paint the
entire body with the green color as shown in the following image.
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.
Step 4
In the same
way, colorize the nails also.
Step 5
Paint the
lips, eyebrows and hair also.
Step 6
In this way,
the sculpting and texturing of the Hulk is done.
Conclusion
This tutorial is the concluding part of the Creating Hulk Using Maya and Z Brush series.
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