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1. Sculpting Torso in Z Brush
Step 1
Continuing on from the last part of the tutorial series, I'll show you how to sculpt the torso of Goku.
Open Z Brush. Insert a cube as the torso.
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Step 2
Click on Dynamesh to fix the uneven topology.
Hold Shift to smooth the edges of the cube. (Remember to press X before sculpting the mesh)
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Step 3
By using Move brush (B-M-V), sculpt the cube into torso shape.
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Step 4
Insert a sphere as the hip.
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Step 5
Using Move brush (B-M-V) shape the hips and fit with the torso.
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Step 6
Insert a cylinder as the arm.
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Step 7
Click on Dynamesh and smooth the edges.
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Step 8
Duplicate the arm’s mesh, mirror to the opposite side and merge together with the original arm.
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Step 9
Press X for symmetry, use Move brush (B-M-V) to sculpt the arm’s muscle shapes roughly.
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Step 10
Repeat the previous steps for legs also.
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Step 11
Merge neck, torso, hips, arms and legs together.
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Step 12
Click on Dynamesh to connect the topology.
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Step 13
Smooth the seam line of the body by holding Shift.
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Step 14
By using ClayBuildUp Brush (B-C-B), sculpt out the chest muscles.
Use the DamStandard Brush (B-D-S) to emphasise the shapes. You don’t need to sculpt too much of details because you would sculpt again as normal map after re-topology in Maya. You only need the big shapes of body.
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Step 15
Roughly sculpt out the abdomen muscle by using ClayBuildUp Brush (B-C-B). The lower part and the side of abdomen will be covered by clothes afterwards, so you don’t need to sculpt out the details.
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Step 16
Sculpt for arms’ muscles as shown in the following image.
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Step 17
For legs, I'll cover them with trousers afterwards, so we only need the big shapes and differentiate the thigh and calf.
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Step 18
Insert a cube for hand palm as shown in the following image.
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Step 19
Insert another five more cubes as the fingers.
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Step 20
Back to palm’s subtool, click on Dynamesh and then smooth the edges.
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Step 21
Hide the fingers’ cubes, use Move brush (B-M-V) to roughly sculpt out the palm shapes.
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Step 22
Unhide the thumb sub tool. Click on Dynamesh to fix the uneven topology, then smooth the edges by holding Shift.
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Step 23
Use Move (B-M-V) and Claybuildup (B-C-B) brushes to sculpt out the thumb shape.
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Step 24
Repeat previous steps for the other fingers as well.
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Step 25
Merge all the fingers and palm sub tools together, then click on Dynamesh to connect the topology. You may increase the resolution for higher poly count.
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Step 26
Smooth the seam lines by holding Shift.
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Step 27
Subdivide the mesh by pressing Ctrl-D. Use DamStandard Brush (B-D-S) brush and draw out the joint position of the fingers.
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Step 28
Use Claybuildup Brush (B-C-B) to make the fingers’ joint more obvious, it would make the works easier when we re-topology in Maya.
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Step 29
Duplicate the hand and mirror to the opposite side, then merge both hands.
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Step 30
Export all the meshes as OBJ.
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2. Re-Topology in Maya
Step 1
Open Maya. Import all the obj files that we exported just now.
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Step 2
Select all the meshes, press Ctrl-G to group them all, then move the group onto the grid.
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Step 3
Select the Persp Camera, change the Focal Length to 88. This focal length is the most similar with human eyes.
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Step 4
Turn on Symmetry to World X.
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Step 5
Select the head mesh and click on the magnet to make live.
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Step 6
Go to Modeling Toolkit, select Quad Draw under Tools tab.
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Step 7
Let’s start to re-topology the head. Click on the head surface to create the dots, press Shift and click to connect them into faces.
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Step 8
You may hide the other meshes by pressing H or Ctrl-H. Create dots along the edges and press Shift to turn into faces.
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Step 9
Don’t connect the upper lip and lower lip wire frame, leave a hole for the mouth.
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Step 10
After finishing re-topology the head, select the ear mesh and make live. Select the re-topologised head mesh then select Quad Draw.
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Step 11
Continue re-topology of the ears.
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Step 12
After ear is done, select the body mesh and make live, select the re-topologised mesh and continue re-topology of the torso.
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Step 13
For elbow and knee, create a topology as shown in the following image, which can help to maintain the shape when we do posing.
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Step 14
Repeat the steps for hand re-topology as well.
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Step 15
Select the mesh, go to Mesh Display > Soften Edge.
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Step 16
Next, we will re-topology the hair, turn off the Symmetry, select one of the hair mesh > make live > Quad draw > re-topology.
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Step 17
Re-topology the hair strands one by one.
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Step 18
Select the body mesh, double click to select the edge loop of the mouth.
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Step 19
Hold Shift and right mouse button and select Extrude Edges. Move the extruded faces inwards.
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Step 20
Now you've completed the re-topology of the body and hair.
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Conclusion
In the next part of the tutorial series, I'll show how to model the outfit and create the normal map for Goku.
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