Step 2: Panel Loops - part 2
For paneling, where we need to create symmetrical slices, we'll need a slightly different approach. For the next example of Panel Loops I'll be using the armor plate for the backside. We'll begin by creating the slices on one side only. Creating the initial slices on the character's right side makes it easier when mirroring later. Once the slices have been created, go to Geometry > Modify Topology > Mirror and Weld (with the X axis selected) to mirror the mesh and the Slices/PolyGroups over.
The mesh will now be split into many different PolyGroups. Next we need to re-group the extra Poly Groups so that only the panels are sorted into our separate PolyGroups. To do this, use the SelectRect brush to Ctrl + Shift + tap on a PolyGroup to have only that group visible, then Ctrl + Shift + drag on the document background to invert the selection, then Ctrl + Shift + tap on any other PolyGroups to hide them.
Press PolyGroups > Group Visible to group any visible PolyGroups as a new group together. Sort the mesh into new PolyGroups so that the only separate groups are the panels we want to create.
Once the new PolyGroups have been assigned, create the Panel Loops like we did in the previous step.
Step 3: Add details - part 1
The remainder of the details are fairly straightforward. For the smaller panel details and triangular shapes I've used the DamStandard brush with the Stroke > Lazy Mouse > Lazy Radius turned up and also the MAHCut Mech A & B brushes created by ZBrushCentral user Mahlikus The Black
Step 4: Add details - part 2
For the small circular indents on the back of the helmet and upper leg, use the Mask brush (with the Focal Shift set at -100) to mask the circles on the mesh. Then Invert the Mask (Ctrl + I or Ctrl + click on document background) and set Deformation > Inflate to -2. If needed, use Defomation > Polish by Features to clean up the indents.