One of the big novelties of ZBrush 3 is the possibility of grouping together several models, called Subtools. It is in this way that we are going to be able to add eyes to our model, as well as lashes, and a set later. At the moment, we have two separate models: a body, and an eye. Select the Body model, click on the Append button, and, then, select the Eye. You will certainly have to adjust the position, size and the orientation of the eye with the Transpose tool. After this has been, Clone the Eye, append the cloned eye as a new subtool (for the second eye in the figure), and adjust it's position.
Adding Eyelashes:
Lashes are going to be created separately, from ZSpheres. Draw on the canvas a ZSphere tool. Ensure its dark half points upward. This first Z Sphere will be the pivot point of the lash, and its orientation is very important. Draw an additional Z Sphere from the light side, and a Z Sphere chain from the dark side of the first Z Sphere. Preview the model, and convert it to a 3d mesh using the Make Adaptative Skin tool
- Select the new 3d mesh, and delete the lower subdiv levels.
- In the Tool Deformation Subpalette, rotate the model on the Z axis of 90 degrees.
Lashes are not going to be put directly on the final model of the body, but on a template without any subdivision levels. Select the model of the body. Clone it. Go to the fifth subdiv level, and delete the higher and lower levels. Create a single Polygroup from the model. Hide the entire model except the head, and mask it all. Open the Brush Palette, select the MeshInsert Fit Tool, and then select the Lash as the mesh you will insert.
Add lashes:
Lashes may not be directed in the right direction when you go to add them. If it is the case, change their orientation by using the Rotation slider, in the Deformation Sub Palette. You can also tweak them with the Move and the Transpose tools. When you are satisfied by the result, hide the Body Polygroup, and delete the hidden polygons. Finally, add the lashes as a new Subtool to the final model.
Painting the model:
To paint the model does not present any particular difficulty. Start with flat tint of colour, to define areas like hair, lips, nails, then, using a low RGB opacity add colour variations on fingers, cheeks, knees. To finish, select a spray stroke and Alpha 23, to add some blemish to the skin.
Creating the Set:
To create the Set, we are going to start from a simple cube primitive. In The Tool Palette, select the Primitive, draw it on the canvas, and then convert it to a Polymesh 3d. As most of the primitives in ZBrush, this mesh has poles, and that will not be convenient when you sculpt it. So we are going to change that.
Open the Tool: Unified Skin Sub Palette, set the resolution to 8, then click on the Unified Skin button A new tool is created in the Tool Palette. Switch to it.
- Subdivide the model one or two times.
- Open the Deformation Sub Palette. Spherize the mesh, then Flatten the bottom.
- Draw a mask, to bound the shape of the new model, and Hide the Unmasked part.
In the Subtool Palette, click on the Extract button. A mesh with some thickness is created as a new subtool. That's the one that we will use a the final model of the set.
Before sculpting the set in HD, give it a sharp look with the Move Brush