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Once the modeling is finished, I proceed to organize the low resolution geometries together with the UV In this case, I recommend separating the pieces according to their location on the body, that is, the belt with the fabrics separated from the shoulder pad, which in turn has its own UV. This is done through the Dynamics menu, supported by Dynamic Subdivide.Ģ3. We will take advantage of the fabric simulation system in the 2021 ZBrush update, to make a few accessories that complement such as a cape and other clothes from the belt. In my case I use brushes that can be obtained from internet libraries.Ģ2. To add interesting details, I recommend adding imperfections to the geometry such as scratches, streaks, or dents. To easily exemplify it, the belt below is constructed with a cylinder.Īnd in the case of the shoulder pad, it is built with the help of the extract, the ZRemesher and the Move brush.Ģ1.
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Another very important tool is the Extract tool, which will help us create hard objects adjusted to the body. For this we will take basic geometric figures such as cylinders and cubes to mold them with a Move brush and adjust to the references. The process of sculpting the outfit will be done entirely with ZBrush.
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