A ZBrush workflow

3D generalist Gregory Stoffel shares his ZBrush workflow of the awesome Rhino a tribute to Creature Box

First of all, I would like to give credit to the awesome artists at Creature Box where the concept of this character comes from. They really do amazing work!

Rhino was a personal project to practice my sculpting skills and to create a character entirely in ZBrush. My goal was to create a character that looks like a figurine or toy, I have chosen to put him on a stand and render it in KeyShot. You can watch a time-lapse video of the sculpting and the PolyPainting part of this character here.

Creating the body

In ZBrush I started with a simple sphere and enabled DynaMesh to create the body and head. I mostly used three brushes: the Move, Clay Buildup and DamStandard brushes to create the main shapes and overall proportion of his body.

<h5>Body creation with DynaMesh</h5>

Body creation with DynaMesh

Adding arms and legs

To create the arms and legs, I inserted some cylinders with the InsertCylinder brush and move them around with the Transpose tool, then when in it is in place, I blended the cylinders with the body by re-DynaMeshing with Ctrl+Drag in the window (not on the model).

<h5>InsertCylinder Brush to create the arms and legs</h5>

InsertCylinder Brush to create the arms and legs

Creating additional elements

To create the horn and eyes, I started with a simple sphere and enabled DynaMesh to modify its shape. For the teeth, I just duplicated the horn and modify its shape with the Move brush; then used the Transpose tool to duplicate (by holding the Ctrl key) and place each tooth. I made one side of the teeth and modified their shape; then mirrored them on the other side. I used the same technique to create the toenails, starting with a simple cube, enabling DynaMesh and modifying its shape.

<h5>Creating the horn with a sphere and DynaMesh</h5>

Creating the horn with a sphere and DynaMesh

<h5>Duplicating the horn and modifying it to create the teeth</h5>

Duplicating the horn and modifying it to create the teeth

Create the toenails from a cube

Create the toenails from a cube

Posing the character

Once I was happy with the basic shape and proportion of the character, it was time to pose him. The pose I wanted was quite simple just him standing on his stand. By simply masking and moving the unmasked part with the Transpose tool, I get quickly the pose I wanted.

<h5>Posing the character with masking and Transpose tool</h5>

Posing the character with masking and Transpose tool

Adding details

After posing him, I turned off DynaMesh and started adding details on the body and the other elements (teeth, horn etc.). I only had 2 levels of subdivision at this stage as it is easier to work on a lighter model.

Defining some details to a certain point

Defining some details to a certain point

Retopology and projecting the details

To continue adding details and be able to go to a higher resolution, I first duplicated the SubTool and then made the retopology of each SubTools using ZRemesher. With the retopology done, I subdivided the new SubTool and projected the details of the old mesh on the new one using the Project All button.

<h5>Make a clean mesh with ZRemesher and projecting the details from the DynaMesh SubTool</h5>

Make a clean mesh with ZRemesher and projecting the details from the DynaMesh SubTool

Adding more details and smoothing

With these new clean meshes, I subdivided them even more and added more skin details, cracks in the horn and teeth. To create the darker plate on the body and the face, I have masked the shapes of these plates, extract them as new SubTools and then modified them by using the Move brush and hPolish brush. The base is a mesh I had done earlier so I just had to import it in the scene and place it under the character.

<h5>Subdividing the new clean meshes and adding more details</h5>

Subdividing the new clean meshes and adding more details

PolyPainting in ZBrush

To start PolyPainting, I first change the MatCap to the SkinShade4.
Then using the color menu and the FillObject button to assign the base color to each SubTool. I then use different colors, strokes and alphas to add variations in the texture.

<h5>PolyPainting the SubTools and add variations with different strokes and alphas</h5>

PolyPainting the SubTools and add variations with different strokes and alphas

Rendering and quick retouching

I imported all the SubTools in KeyShot. The rendering was a simple studio lighting with the standard HDRi. Then a quick bit of retouching in Photoshop to finish the image.

Simple object render in Keyshot in a studio environment

Simple object render in Keyshot in a studio environment

<h5>Final retouching in Photoshop</h5>

Final retouching in Photoshop

<h5>The final image</h5>

The final image

Related links

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