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The making of 'Garrosh Hellscream'

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(Score 4.52 out of 5 after 27 Votes)
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Date Added: 20th June 2014

Sculpting details

When all the base meshes were imported into ZBrush, it was time for sculpting. First, I thought about what kind of material it should be, and tried to collect reference photos of related objects.

Sculpting can be defined in terms of three stages:
1. Low frequency details
2. Mid frequency details
3. High frequency details

For example, skins can be defined like:
1. General muscle form
2. Subtle bumpiness
3. Pore, wrinkle detail

ZBrush has a great option in the brush settings ? Spray. Using the alpha map with Spray is a fast and efficient way to generate basic surface details.

Once I had enough detail for the base, I kept putting more details on top. DamStandard, Trim Dynamic, and Alpha with DragRect brush options were my usual choices.

1884_tid_5ai.jpg
 
1884_tid_5aii.jpg
 
1884_tid_5aiii.jpg
Building up detail on the body, skin and armor


1884_tid_5bi.jpg
 
1884_tid_5bii.jpg
 
1884_tid_5biii.jpg
The detailed model




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Readers Comments (Newest on Top)
avatar
Kim Junny on Wed, 30 July 2014 6:48pm
OMG my eyes :( ....
avatar
Knucklehead Kyle on Wed, 25 June 2014 8:51am
Great work, Mike! Thank you for taking the time to prepare this tutorial. I love the tertiary details on the props, and for some reason I really like the pants despite its simple design, some nice sculpting there. - being a lazy TD that I am, I'd probably have simulated it in Marvelous Designer as well and maybe ZRemesh.
avatar
Juan Carlos on Tue, 24 June 2014 3:54am
es: exelente trabajo,gracias por mostrarnos su flujo de trabajo ,ayuda demasiado a los artistas que estamos buscando lograr resultados asi de geniales en: excellent work, thanks for showing your workflow, support the artists too, we are looking to achieve great results as well
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