I used the default settings for the Adaptive Skin and at this point I wasn't too worried about the topology or the polygon count. I knew that if needed I could solve most topology issues by just dividing the model or inserting some edge loops (Fig.04 - 05).
For sculpting I find there are many different ways to get what you want. For me, it essentially depends on how well defined the concept/idea is. If I know exactly where I'm going then I'll probably have good guidelines for the main shape/silhouette/feel of the character, and gradually working my way up the subdivision levels will give me more control and ensure I never deviate too much from the goal. If, on the other hand, I just have very general guidelines (an intention or even nothing at all) for what I want to do, starting with a lot of subdivision gives me more creative freedom until I reach the point where the sculpt starts to tell me where to go.
In this case, I had a good idea of the character I was going for, as you can see by the quick base mesh. So I started working with the mesh after dividing it two times. It was enough to get the main shape defined.
As you'll hear lots of times in different tutorials, it's great to use the Flat Color material to check your character's silhouette with Perspective activated. At this point I mainly used the Move and Move Topological brushes, as well as the Standard brush (Fig.06 - 07).
(ID: 38476, pid: 0) Nelson Painco on Wed, 23 March 2011 9:50am you will fly high my friend, believe it, you will fly high. With such skills and will to learn you will reach high places. Great, great job, as always. Keep doing it man. 5 stars ;)
(ID: 38411, pid: 0) David on Tue, 22 March 2011 11:59pm Thanks Bastien, I really appreciate the kind words. :)
(ID: 38330, pid: 0) Bastien on Mon, 21 March 2011 5:47pm Dude you are the evidence that zbrush is not only a tool to sculpt scary monsters. Congrat', it's beautiful!