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Classical Sculpture - Chapter 1

By Rafael Ghencev
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Date Added: 3rd January 2013
Software used:
ZBrush

Now it's time to turn of the symmetry and start to pose your character. You should always finish the structure of the model before you turn of the symmetry and then you can put the detail on each side differently, to show some imperfections etc.

Posing

The next part is the bit that scares everyone. This would be very difficult if we hadn't planned before. With our simple maquette made, everything from this point will be easier to do. The first thing to do here is to get our maquette on the screen and do some snapshots with Shift + S. You should get some different angles to help as references (Fig.16).

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Fig.16

Create a layer for our pose in Tool > Layers and name it "pose". This is important to protect the original model in case you make any errors. After this press the R button to activate Transpose (Rotate).

With the Transpose button activated we need to create a mask to start the posing. So hold down Ctrl and click on the part of the body you are going to edit. The important thing here is to always create the mask while thinking about how the bones work in the real life. Without this knowledge you can't get a good result using Transpose (Fig.17).

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Fig.17


To organize the transpose process better I always transpose by starting with the big areas and moving onto the smaller ones. The first thing to do is transpose the torso, legs, arms and head, but do not try to perfect the pose on the first try. Start by working on the basic form of the pose (Fig.18 - 19).

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Fig.18
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Fig.19


TIP: It is always important to fix the proportions and muscles when working with Transpose tool, because sometimes this tool changes the model a lot and we need to fix things at the same time. In the image we can see a lot of errors in the proportions caused by using Transpose - like the size of the chest, which is too stretched - so we need to fix these using the Move brush (Fig.20).

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Fig.20





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