ZBrush was absolutely the core tool throughout the entire creation process. I’d estimate that roughly 80% of the work during the modeling phase was done using it. Within ZBrush, I completed all the core sculpting, detailing, and surface texturing work.
I heavily utilized DynaMesh for creating base forms, Sculptris Pro for handling intricate details, and ZRemesher for optimization and cleanup.
For example, when creating the spotted hyena:
Step 1: I used ZSpheres and DynaMesh to block out the base form.
Step 2: I used the Move, Clay Buildup, and Standard brushes to shape and adjust the overall proportions and muscle structure.
Step 3: I utilized ZWrap to transfer the pre-topologized wireframe/retopologized mesh.
Step 4: I employed the Standard and Dam Standard brushes to refine skin folds on the face and body; finally, I added skin texture using alphas to complete the model.
