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ZBrush 4 Sculpting for Games Beginner's Guide by Manuel Scherer

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Time for action - finishing the body

  1. Let's start with the head, as shown in the following image. Start to define the rough forms at the lowest subdivision level and then work through the higher ones. As sculpting is always a creative process, the forms can change quite a bit. For the head, I decided to go for a more aggressive head, to make it conform with the rest of the body. Even at the final stage, the neck is kept smooth because we will add feathers in this area later on, which hides any muscular structures:
    Time for action - finishing the body
  2. For the hands, the Smooth Directional is useful to better work out the wrinkles. In this way, we can smooth along a drawn wrinkle without ...

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