For this demo I showed how to go about bringing in some hard surface to push and offset to your organic creations. I continued using the older male scanned head, trying to show how you can create many different concepts even with the same starting point. I continued playing with design and silhouette using the hard surface pieces to help tell story. Concentrating on having the eye flow around the design and giving areas of rest, I slowly created the base form, before filling out the secondary details. After making sure I was happy with the direction, I explained a few ways to clean up your meshes and some of the ZModeler brush to detail out the hard surface forms created for the creature. I then filled in the high level details before bringing in alphas to flesh out the creature. After sculpting, I went into PolyPaint using a darker brown as a starting point, then brought in blue/pinks and purples to build up the alien skin. After the PolyPainting process, I showed how to bring in a little asymmetry, and how to use the transpose master tool to pose the character for the final concept.
Creature Sculpting & Exploration of Forms More Scheduled Streams Coming Soon! Segment Summary: "I will be sculpting on created creatures and developing new forms and flow with silhouette in mind." Location: The Colony, Texas Hometown: Okemos, Michigan How Did You Discover ZBrush? "Watched Paul Gaboury do a demo back in 2005 and have been a fan of the program and Paul ever since!" Professional Experience: 30 years Most Used/Favorite Feature: "To hard to list just one, I would say all of them." Previous Works, Industry Experience & Highlights: "I have almost 20 years within the gaming industry, after coming from the traditional world of Disney. I have also partnered with James Cain and Maarten Verhoeven to create Grim (wearegrim.com), bringing our art to the collectibles market."