{"id":767,"date":"2024-05-06T20:21:11","date_gmt":"2024-05-06T19:21:11","guid":{"rendered":"https:\/\/liambenstead.co.uk\/?p=767"},"modified":"2024-05-06T20:21:29","modified_gmt":"2024-05-06T19:21:29","slug":"zbrush-experimentation","status":"publish","type":"post","link":"https:\/\/liambenstead.co.uk\/?p=767","title":{"rendered":"ZBrush Experimentation"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">In the first week, we were told that the main program for sculpting our character design would be ZBrush. The module that we were covering will delve into the how ZBrush works, its interface and the various brushes, also diving into what makes a good character design and the importance of anatomy to determine where everything goes so it doesn&#8217;t look out of place. There are many different versions of ZBrush but for this activity, I&#8217;ve settled on using the free ZBrushCoreMini version, which does have a lot of important stuff missing, but can easily be upgrade via the option in the Zbrush interface. For this week, we are just experimenting on how the software works and sculpt for fun just to see how effective it will be for when we begin to sculpt our own character. The free version doesn&#8217;t have the DamStandard Brush so I had to settle on ClayBuildup to create the features like the mouth, eyes and ears. These are the front and side views of what I&#8217;ve made.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full is-resized\"><img decoding=\"async\" src=\"https:\/\/benstead-2020.hulldesign.co.uk\/wp-content\/uploads\/2021\/09\/Experiment-Sculpt-Front-View.png\" alt=\"\" class=\"wp-image-2326\" style=\"width:389px;height:592px\"\/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full is-resized\"><img decoding=\"async\" src=\"https:\/\/benstead-2020.hulldesign.co.uk\/wp-content\/uploads\/2021\/09\/Experiment-Sculp-Side-View.png\" alt=\"\" class=\"wp-image-2327\" style=\"width:413px;height:515px\"\/><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>In the first week, we were told that the main program for sculpting our character design would be ZBrush. The module that we were covering will delve into the how ZBrush works, its interface and the various brushes, also diving into what makes a good character design and the importance of anatomy to determine where [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[19],"tags":[],"class_list":["post-767","post","type-post","status-publish","format-standard","hentry","category-3d-character-design"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 4.9.8 - aioseo.com -->\n\t<meta name=\"description\" content=\"In the first week, we were told that the main program for sculpting our character design would be ZBrush. The module that we were covering will delve into the how ZBrush works, its interface and the various brushes, also diving into what makes a good character design and the importance of anatomy to determine where\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"liam\"\/>\n\t<link rel=\"canonical\" href=\"https:\/\/liambenstead.co.uk\/?p=767\" \/>\n\t<meta name=\"generator\" content=\"All in One SEO (AIOSEO) 4.9.8\" \/>\n\t\t<meta property=\"og:locale\" content=\"en_GB\" \/>\n\t\t<meta property=\"og:site_name\" content=\"Liam&#039;s Blog -\" \/>\n\t\t<meta property=\"og:type\" content=\"article\" \/>\n\t\t<meta property=\"og:title\" content=\"ZBrush Experimentation - Liam&#039;s Blog\" \/>\n\t\t<meta property=\"og:description\" content=\"In the first week, we were told that the main program for sculpting our character design would be ZBrush. 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