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How to make a cartoon Christmas boy model with ZBrush
Concepts and references
I chose Jeff Turley’s concept because it was a way to improve my texture (skin and clothes) skills, and the opportunity to use tools for fur and hair that I hadn’t used before; not to mention the charming characters and story it delivers. For each project, once I have the concept sorted, I search for many references that can help me build the character and all related elements. They are also useful for modeling, texturing, lighting, etc.
Some of my references - including original concepts
Styling
I simulated the character and his clothes in ZBrush, but not the camera, glasses, buttons and background (inorganic form) are all done in Maya. I use a standard T position when blocking and change positions when I'm done.
Sculpting the boy in ZBrush
UV and map
After completing the modeling, I used ZRemesher for regular topology and then used QuadDrawTool to pull the loop in Maya straight. I also did UV in Maya.
Using UVs for Diffuse and Displacement Mapping
Textures
I have found that spending some time working with textures can have a huge impact on the final result. For the pajamas, I used a cross texture, similar to real fabric, and added a bit of fur. For the skin, I used a few different types of ZBrush brushes to simulate pores and irregularities. Since the character is a child, I didn't want to exaggerate the skin marks, but still needed some texturing for better results when applied to the shader. For the grooves of my teeth, I used a DamStandard brush.
Adding details to textures will help you achieve more interesting final shader and lighting effects
Fur
My first time using V-Ray fur, I Found it very easy and instinctive. You just select the geometry and apply hair. Although there isn't a lot of control, you can get good results with it if you want something quick and easy. I use it on hats, clothes, Christmas trees and rugs.
V-Ray Fur is a simple and fast tool
Fiber Mesh and Hair
For the eyebrows and hair, I started using Fibermesh in ZBrush. I made a mask how I wanted it and applied fiber (I used fiber 142). Then I adjusted the parameters until I got satisfactory results. Once I was happy with the hair I turned it into curves, then exported to Maya and finally converted the curves into hair.
First row is ZBrushFibermesh, second row is Maya's hair version
Creating the scene
Although the original concept did not have a scene or background, I decided to make one There are two reasons. Firstly, since I haven't had one of the characters before, I thought it would help to tell the story the characters convey to set the Christmas mood. Again I researched suitable reference images to create a convincing scene.
The scene is simple so the characters are still the focus
Composition
After the final render I like to render some passes separately so I can do it in Photoshop More control in post-production.
The first row is the light render, the second row is the mask, original, reflection and ZDepth
With the render passes completed and all post-production sorted, I finally have The look I want. The above is a detailed introduction to the steps of making a cartoon Christmas boy model with ZBrush. ZBrush is not that simple to use. It will be more effective with less effort if you follow the course. There are various ZBrush courses waiting for you.