In this tutorial you will follow Anush Tehrani through the process of sculpting the Lion of Belfort (as seen in his portfolio). You will go through the step by step process of creating the base mesh in 3ds Max (although any poly modeling application will work), exporting it to ZBrush, and then sculpting the final detailed result.
This tutorial is designed to be an introduction to 3d sculpting in ZBrush, and will only be focusing the most basic and essential sculpting tools and functions. It is not recommended for intermediate to advanced users.
Final Effect Preview
First of all, any time you will be sculpting, it is always a good idea to have a detailed reference image available (you can usually find everything you need off the internet).
Open up 3ds Max, and select “Customize > Viewport Configuration”.
Click on the “Layout” tab, select the “Top/ Front” layout, and click OK.
Change the viewport by right clicking on its name. Change the upper one to “Left”, and the other one to “Perspective”.
Click on the “Views” menu, and select “Viewport Background”.
Click “Files” and then select your reference image. Change the settings to match the image below.
Zoom in, and create a plane in left viewport. Convert it to an editable poly, and move the vertexes.
Go to “Edge” sublevel. Start expanding the mesh for lion’s head, by selecting an edge and hold ‘shift’ while left click and dragging in the viewport.
Continue moving vertexes and edges in the “Perspective” viewport.
Create more polygons by extending edges and moving vertexes.
Try to create one side of the base mesh by continuing the process.
Finish the back part and move polygons..
Continue modeling the back, and the opposite side of the base mesh.
Cap the bottom part by extending edges and bridging them using “Bridge” tool.
Make a hole in the mesh by moving some vertexes.
Create the tail using the “Bevel” and “Rotate” tools. Cap it when you’re done.
Move some vertexes so that the head will be turned slightly.
Create a box, convert to an editable poly, and then use the ‘Bevel’ and ‘Move’ tools to make the box look like the one in the image below.
Make a cylinder, and a pyramid for the arrow part.
Select all the meshes but arrow, and go to “File > Export selected”. Save your file as an .OBJ, and select “Quads” for geometry faces.
Open ZBursh, and import your OBJ file.
Subdivide your model to level 3 by pressing “Divide” in the “Geometry” menu.
Start forming the hands and legs by using the “Standard” brush, with “Z intensity” and “Draw Size” both set to ’20′.
Subdivide again, press and hold the “ALT” key on keyboard, and set the draw size to ’10′. Sculpt the legs from the top.
Do the same for the arms.
Subdivide to add more polygons, and add more details to the sides.
Press the “Shift” Key and “D” to go down to level 3. Select the “Move” tool, and try to form the lion’s head.
Press the “D” key, to go back up to level 4, and add more details to the head using the “Standard” brush.
Subdivide to get a 5th level of subdivision. Use the standard brush with a small draw size, and sculpt the small details for the eyes, nose, and mouth.
Sculpt more details for the stomach and legs.
Subdivide one more time. Add more details to the head and begin to sculpt the mane from the front.
Now add more details to the back of the mane.
Use standard brush with and without the “ALT” key to complete the mane.
Sculpt the claws with a small standard brush.
Refine the claws and mane details using the move, standard, and clay brushes.
Add more volume to the legs and the claws.
Add more volume to stomach and arms.
Start the detailing for the very small areas, and add the arrow by importing it, and appending it as a subtool.
Subdivide one last time for a very smooth result. Add more small details, and use the clay brush to make the mane edges sharper.
To get that final metal look that we want, click on “MatCap Materials” and apply the “RS_BronzeAntique” material.
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