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.
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).
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.
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.
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.
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.
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.
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.