ZSpheres allow you to block in a concept very quickly because they give you a very clear idea of the volume and you can manipulate the spheres like a skeleton by rotating around the joints (Fig.01). Let's start by building the structure of our character. Also, during the writing of the article ZBrush 4 has been released, so we will use this software in order to benefit from some of its new features. This time we will assume that you have acquired those skills and only new techniques will be detailed. In the first tutorial we followed a very detailed step-by-step approach. The character starts skinny and becomes buffed up and more angular. With this approach, we can easily modify the character as we explore its proportions and incorporate new ideas along the way. During this chapter you will notice that the character will be changing. In this tutorial we will follow a different path, exploring the power of ZSpheres to reach a 3D concept quickly. In the previous tutorial we used the method of sketching an idea in 2D, creating a low polygon topological base in 3ds Max, and then exporting it to ZBrush to establish proportions and detail. The same is true about character creation. As in the previous tutorial (The Boxing Kangaroo), we will develop the character concept during the modeling process. Welcome to the second part of the stylized character series, this time dedicated to the creation of a human character.
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