Article / 04 September 2024

Artistic Techniques in Digital Sculpting: Form and Shape in ZBrush (Vol. 2)

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

2.1. Basic Tools and the “Frankenstein” Project

The “Frankenstein” project – head/bust (Image 4) – is ideal for beginners because the artistic problem allows for mistakes in head anatomy.

It was created using just a few tools ('Brush', Image 3) in ZBrush.

The segments of the sculpture (Image 5), such as the teeth, eyes, and hat, are organized as described in Chapter 1.

2.2. Brief Description of Digital Sculpting Using ZBrush

We start by opening ZBrush’s basic project (standard project) 'DynaMesh_Sphere_32.ZPR', which is essentially a sphere from which we begin, as described in Chapter 1.

It is necessary to set the camera angle in 3D space to 28.6° to make the sculpture display as realistic as possible; > Standard menu list > Draw > Camera Angle of View > 28.6°.

We model the digital sphere using a tablet and stylus, as this allows us to control the pressure and angle with which we move points in 3D space.

Image 6 shows the application of tools used in sculpting, which will be described in more detail.


The idea is to move away from the spherical shape as quickly as possible, which is easily achieved using the 'SnakeHook' tool to stretch the geometry.

The size of each tool ('Brush') can be adjusted using 'Draw Size', and it is crucial to adjust this size to express all desired shapes; the same idea applies to adjusting the tool’s intensity ('Z Intensity').

In other words, we choose the size/thickness of the brush according to the need with which we want to “paint” in 3D space.

To create sharp edges and carve into the geometry, we use the 'DamStandard' tool, and to add or subtract geometry, we can use the 'ClayBuildup' tool, taking care to adjust the tool's size and intensity.

During the sculpting process, we remain in symmetry as long as possible until we resolve the primary and secondary forms; to define the planes of secondary forms, we can also use the 'SmoothStronger' tool.

Image 7 shows a case where polygons are uneven and can no longer faithfully represent the desired geometry.

The 'DynaMesh' tool is used to add resolution or fix various anomalies in the shape structure.


The 'DynaMesh' tool works best when a piece of geometry is sized at 2, i.e., the relative size ratio along the X, Y, and Z axes is approximately 2.

After using the 'DynaMesh' tool, the structure can easily be divided into 'SubDivisionLevels' as described in Chapter 1.

The example in Image 8 shows the use of the masking tool ('MaskPen') and previously mentioned tools to create the ear of the sculpture.

This is final look on second project that is demonstrating the use of use of specific tools during digital sculpting:

3. Analysis and Comparison of Digital Sculptures

4. Evaluation of Specific Sculpting Methodologies in Context

5. Digital Sculpting Using Perceptive/Receptive Methods