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Making Of 'Caribbean Mermaid'

By Gilberto Magno
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Date Added: 19th June 2012
Software used:
Photoshop, Maya, ZBrush

After finishing my base mesh I went on to the next step. I decided to map it before taking the model into ZBrush, because then I would be able to use some textures to assist me with the modeling (Fig.03).

1549_tid_fig03.jpg
Fig.03

ZBrush Modeling

With my base mesh ready I imported all the parts of it into ZBrush as subtools. To facilitate this process of sending the mesh to ZBrush, I sometimes use the GoZbrush option (Fig.04).

1549_tid_fig04.jpg
Fig.04

I started the modeling process by defining the best ways to add details to the body. The brushes that I use most often are Move, Standard, Clay Tubes, Inflate, Flatten, Slash and Pinch (Fig.05).

1549_tid_fig05.jpg
Fig.05

For some parts like the hair I created some alphas in Photoshop based on my mapping. I imported them in ZBrush alpha and used them as a mask. Then I went to Deformation and used the Inflate tool to sculpt the mesh based on the mask (Fig.06).

1549_tid_fig06.jpg
Fig.06

After a lot of work, I finished the modeling part in ZBrush (Fig.07 - 08).

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Fig.07


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Fig.08





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Readers Comments (Newest on Top)
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(ID: 169750, pid: 0) Fahad Hasan Pathik on Sat, 01 December 2012 10:50am
a great creation indeed!!
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