Another Take on Detailing
This section was contributed by featured artist Jim McPherson.
In detailing a ZBrush character, it’s important to arrange the details into a system. Too often we see the same detailing at the same intensity all over the entire model. Variation in the detail is important. But not just variation for its own sake—variation with a logic.
A cheek would have more detail than an ear. A forehead would have a different texture than a neck. Continuing this concept, a sculptor can divide a head into quadrants, with an appropriate texture in each area. Transitions between the quadrants become important. How does one kind of detail blend into another in a pleasing and believable way?
The form the detail is applied to is more important ...
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