Datasheet
Our Sculpting Toolkit ■ 3
Our Sculpting Toolkit
There are many features in ZBrush and many ways to work with the application. The goal
of this book is to guide you in creating realistic game characters, and so in this section, I
will present what I consider to be a sculptor’s workflow. This workflow should help you
organize complexity, create your own hierarchy of planes, and sculpt realistic characters
faster than ever before.
Project: Sculpting a Human Face
To really get a sense of how tools work together, we will look at them in the context of a
project. In this case, we will sculpt a human face and look at each tool in its turn:
1. Our first goal is to establish the overall shape of a head with the Move brush so that
we can use other brushes to create the internal forms. Start with a PolySphere on the
canvas (see Figure 1.3). Make sure Symmetry is on.
2. Set Draw Size to 200 to increase the size of your brush. Click on the bottom half of
the PolySphere and drag downward to form the jaw and lower face.
Lower your Draw Size to somewhere around 50 and pull the nose outward and to the
left. Then push the eye socket inward toward the right. Note the S-shaped curve in
Figure 1.4.
Figure 1.3
A PolySphere
on the canvas










