Thinking about the workflow that I approached with the husky, I started working on the clothes, since the positioning of the hair was dependent on it.
Using the masking tool on the highest subdivision level, I drew the shape of the turtleneck and then extracted it. For the trousers and boots, I did the exact same thing. The next step was zremeshing them and adding the details such as the folds,
While doing that, I had to also keep in mind the different materials and what type of fold they would create. The turtleneck is made from a soft material, so it would generally have softer and more rounded-looking shaped folds. Since the trousers are cardo pants, which are usually made from tougher material, they would have sharper and more defined folds, creating triangle shapes between them. This thing was pointed out to me by my professor Katarina since previously I have used the same approach as the one for the blouse.
For the boots, I decided to add some individual parts, using the extract option again. For the rubber sole, I decided to make it 3ds Max and import it afterward, since it has very obvious shard edges, that being quite hard to accomplish in Zbrush alone. I have used the same approach for the props such as the machetes, metal part of the belt and walkie talkie.
The base of the vest was extracted from the body, and the parts that were sticking out were made by appending shapes, dynameshing everything together afterward.
Doing the hair was a more complex process. I decided to sculpt it since my group colleague Chloe decided to do the same thing. We want the project to look consistent, and also, unfortunately, for this project, I do not have the time to learn hair cards.
As in the workflow that I approached, I took inspiration from this youtube tutorial: https://www.youtube.com/watch?v=8S5xKSoalw8&list=LL&index=44
Starting with a sphere, I moved it into place to achieve a relative placement for the hairline.
With this in place, using the sculptris mode and move brush, I created the general shape and flow of the hair.
With the clay tube brush, I started defining some individual hair strands. The next step was masking some of them and starting splitting them apart into new subtools.
Having this done, the only thing left was adding details to each part, and I did that by combining the dam standard brush and the standard one with the heir alpha I have already made for my husky project.
I decided not to go too overboard with the details tho because that would result in a very distracting effect while in the engine. I will rather be doing that at the texturing stage.
The last step was fixing the hands and adding individual nails to them. For this process, I have mainly used pictures of a sculpt I found by Andor Kollar, which were very helpful due to the diversity of the angles.
I am very proud of the results of this sculpt. It was a longer process than I thought, but I am trying not to be too harsh on myself considering this is the first time doing a character in Zbrush. It is finally time for retoping, which I already know will be tedious, but I already have the experience of working on the Husky's topology, so it shouldn't be as difficult this time around.
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