Article / 18 September 2024

Artistic Techniques in Digital Sculpting: Form and Shape in ZBrush (Vol. 4)

Abstract

This article focuses on organic sculptural forms and the artistic approach to creating sculptural solutions using the user interface and current industry standards of digital sculpting software, specifically ZBrush.

The work follows the methodology of sculpting through primary, secondary, and tertiary forms. Through various sculptural solutions, the article examines and reflects on form in an artistic way, considering shape characteristics, primary forms, and silhouette.

Student: Albert Gregl

Mentor: doc. dr. sc. Winton Afrić

1. The Role of Individual Segments in Digital Forms

2. Use of Specific Tools During Digital Sculpting

3. Analysis and Comparison of Digital Sculptures

4. Evaluation of Specific Sculpting Methodologies in Context

The creation of the sculpture in Image 10 begins as described in Chapter 2.2. After defining the silhouette and primary form of the sculpture, we shape the secondary forms of the skull, followed by the muscles and tissues around the head.

The hair and beard of the sculpture are developed according to the principles shown in the book [Portrait Sculpting: Anatomy & Expressions in Clay by Philippe Faraut]; we add geometric volumes to the bust’s tissue and shape them using the tools described in Chapter 2.2.


ZBrush also offers other options for creating hair and fur that look very realistic, similar to the appearance of hair in the reference photo. However, since this work focuses on form in an artistic way through primary, secondary, and tertiary shapes, such a tool in ZBrush is not necessary for this project.

The double chin of the bust is not fully defined, but it somewhat faithfully depicts the behavior of skin and tissue in that part of our subject. Only after resolving all secondary forms do we move on to the tertiary shapes, such as skin texture, facial pores, and strands of hair and beard.

In conclusion, the orangutan bust realizes all the segments of work described in the previous chapters and attempts to improve each of the previously mentioned methodologies.

This is final look on forth project that is demonstrating evaluation of specific sculpting methodologies in context:

5. Digital Sculpting Using Perceptive/Receptive Methods