Character Legs Sculpting in Zbrush



I spent a lot of time in the process of sculpting the legs, and no matter how I adjusted the shape of the legs it was strange. So I used the move brush to adjust it for a long time.
I spent a lot of time in the process of sculpting the legs, and no matter how I adjusted the shape of the legs it was strange. So I used the move brush to adjust it for a long time.
“Celest” is the game that my group and I discussed at the beginning, we used it as a study and reference for the game scenario, I think its UI is also suitable as a reference for UI research, this style is more suitable for a game that my group and I collaborated on, so I will refer to this game in terms of style.
I have collected a lot of UI from the game Stray and wanted to find some inspiration for the layout of my UI design. I think the UI is simple and clean, the UI doesn’t take away from the look and feel of the game but makes it easier for the player to use, the options don’t have too many illustrations but simple text and UI effects, I think this is something I can learn from, so I chose this game’s UI as my research.
In the early stages of sculpting the body I used the same move brush to drag the body shape into the desired shape
The brushes I use most for sculpting bodies are claybuildup, move, and damstandard. These three brushes make it easier for me to control the shape of the body and its musculature.
Using the dynamesh tool works well to merge the head and body together, then use the smoothing brush to smooth the junction between the two parts so that it is easier to merge the two parts together.
I use simple shapes to build the character’s head, and I use the move brush a lot in the early stages of my sculpting to make sure the overall shape is correct.
In the second part of the sculpt I roughly but not completely sculpted the character’s features.
I spent a lot of time adjusting the head, I don’t think I had a good understanding of the human skull structure and musculature, I looked at a lot of references to real and stylised skulls before I was able to adjust it to the effect I wanted.
I used the dynamesh tool to rewire the head when adjusting the features
Here is the final adjustment of the finished head, I think I spent too much time in adjusting the shape and bones of the head, I learnt a lot about head sculpting during the course of this project which I think was very helpful.
In the second week of modeling, I searched for references and found that in New York in the last century, many stores would have flowers in front of them to add to the beauty of the store, so I modeled flowers and vases and a billboard
I used boolean operations to build the windows and store doors, and then used some cube to change the size and build some store signs and general shapes. After this week I will add various details and materials to the store.
I chose the modeling part of the project ABTP, the theme of this project is taking place in New York in the 1970s to 1990s, so I searched for some reference images to make a moodboard, and used pureRef software for the reference of the moodboard when modeling
After the third week of communication with the team I was responsible for adding various animations to some of the items and NPCs in the scene and the main character, so I created some character running templates during the week. I think this template can be used by every character in the scene.