Sculpting tips

ZBrush terminology to Blender:

Okay so I use ZBrush to sculpt but I know a lot of you reading this are gonna be blender users, so here's a chart of ZBrush terms I'll be using and their blender equivalents. I'll try to use both terms wherever possible but in case I don't here you go. 

zbrush_blender

Every way I know of to sculpt fur:

I'm probably not a great person to ask about sculpting fur, I think it's one of my biggest weaknesses as a furry artist. But those who can't do, teach! So here's every method I can think of to make fur in a sculpting context. (texture based, hair cards and fur tubes that blend normals are not counted here).

#1 IMM Bend curve hair: 

(here's a good tutorial covering a similar technique)

This is probably my all around most favoured technique, I'm a big blockout person and this allows me to have ultimate control over the position and shape of every fur tuft until the last moment. It also really enables you to break up the silhouette a lot soon as you're adding volume not beholden to existing geometry.

Start by inserting a shape, I like to do this by just initializing a subtool to a 2x8x2 QCube. Activate Dynamic Subdivision by pressing D, go to gizmo mode with W then click on the little gear near the gizmo and select "Bend curve", now you can pinch the top down to a point and move the fur tuft into whatever shape and position it needs to be in. When you're done with all your fur tufts, merge them with the base mesh, dynamesh (voxel remesh) em together and smooth out the seams. 

#2 Fur alphas:

This one I'm sure you'll be aware of, get some fur alphas (or make them yourself!), set your standard brush to dragrect and just start placing em in. I can't give you many tips from this one other than it's good to put them on a layer or a morph target so you can paint them back out later if you change your mind on any specific ones. I like to use these to add additional detail on top of my specified geometry fur. 

(I really like this pack)

BONUS!: The chisel maximum trick

A little trick not everyone knows about, if you grab a chisel type brush and set it to drag rect. Then store a morph target and start sculpting. The brush will operate in a "maximum" mode, meaning a new stroke will only go down if it displaces the surface more than the last stroke, this is really useful for putting down scales and fur alphas where you don't want them to go all over each other and create noise. 

#3 Grab and go:

This one is shockingly simple but works quite well, just use your grab/move brush, pull a chunk of fur up and then out, massage the shape a little to get the kind of silhouette you want, then start refining the edges. I like to go to Brush - > curve -> accucurve on the move brush to pull the tip out to a sharper point, then use 3dcw pinch on alt mode with mask backfaces on to give it a sharper edge on the sides. (3dcw brushes can be gotten from here

#4 Mask and move: 

Pretty close to the grab and go but gives you better control over the shape of the fur spike by masking out the shape of it beforehand, you can soften the edge by ctrl + clicking the mask to blur it a bit!

#5 orb_cracks and slide

This one is based heavily off of Stevie Cole's awesome fur sculpting tutorial here! Use orb_cracks to get in the big forms (orb brushes available here) then use the slide brush to massage them into pointier bits.  I am not very good at this method of sculpting so don't take my results here as indicative of the quality achievable using it, go read the original tutorial!


#6 clay buildup and dam standard

This is something I'll usually use more for surface detail than for big forms (check out this great sculpt from wayfinder where they've used it for hair detail on top of larger forms made with other methods).


Grab your clay buildup brush (you can use either the square alpha or something softer like alpha 06) and just start drawing in the forms of the fur you want to see. You can flatten it back out again with trim dynamic/Hpolish or you can add deeper creases/higher peaks using dam standard. This is another dexterity based sculpting technique where the more you practice it the more you'll be better at it. For me? I just use it whenever I need some directional surface noise to give a greater base feeling of "furriness". 


#7 Slash2 surprise!

This is not so much a method as just letting you know that if you press comma to open up your lightbox, navigate to "brush" then in the "slash" folder you'll find Slash2, a brush beloved by creature artists for its usefulness in making all sorts of scales and shingle looking things but can also be useful for fur. Check out this awesome goat that clearly used Slash2 to do the fine fur on the face. 

Sculpting on the back of close features:

This is a quick tip I picked up off watching one of Battu's streams. 

ZBrush symmetrical sculpting gets kind of weird around the line of symmetry, if you've ended out with thighs or cheeks that are intersecting with the ones on the other side it can be hard to untangle. The solution is just to Ctrl+shift click, isolate the region, turn on "Double" under display properties and sculpt it inside out on the backfaces, simple!

Clothing stuff:

There's a little bit about making clothes in the start of the Cloth/Flab segment "Making simulation meshes with Zbrush's ZRemesher"