The tools in both ZBrush and 3ds Max are very handy, especially when it comes to sculpting anatomy. Over the next few steps we’ll discover methods in these programs to sculpt a heroic character.
For the creation of Beowulf, our main character, we will start from a base mesh, where we will focus on how to obtain a dynamic, heroic pose. At the same time as this, we will be trying to model a masculine and well-defined, muscular anatomy, using the default sculpting brushes in ZBrush along with some other customised brushes in order to achieve different types of effects.
Then, we will learn how to use more advanced techniques like ZSpheres and DynaMesh along with simpler ones, such as masks and Mesh Extraction, in the design and creation of…
