Sculpting and Modeling a Human Head for Rigging and Animating in Render Time Using ZBrush and Maya
The goal of this workflow development is to prepare a photo‑realistic model for a rigging exercise. I am using a bust, because the animation references include shoulder movements. Also, the character is going to have hair, so the surface must have clean UVW. This is what the character looks like after post-production:
These are the steps I'm taking to implement this modeling task:
I'm starting with a ZSphere in ZBrush, blocking out the bigger form, and afterwards deforming the surface using Dynamesh around imported eyes and teeth references.
Retopology
Once I have a clean mesh, with correct proportions and basic details, I'm decimating it, exporting as an OBJ into Maya, and retopologizing the raw mesh using Quad Draw.
Finishing one side of the mesh, reverting, deleting history and freezing transformations on the copy, sewing all seams and making a low‑poly air‑tight mesh.
The criterion behind using the low poly version for modeling – before rigging, texturing, and simulating – is that you can add infinite subdivisions with your smooth nodes, but the deformations must work on a minimal poly count mesh:
Once the basic mesh is ready, I'm unfolding, optimizing and normalizing UVW:
Sculpting micro detail
With a finished base mesh and open UVW, I'm importing the bust back into ZBrush, gradually increasing subdivisions on the tool and hand‑brushing micro details on the model's skin. Once ready, exporting relief as normal and displacement maps.
I'm reusing the normal and displacement maps as templates to create textures with Substance Painter and Hair/Grooming with XGen. Rendering with Arnold and compositing in Nuke. Click on the following card to take a look at the texturing character workflow:
Texturing Character
Texturing a character for render time by opening UVW in Maya, hand painting and extracting PBR textures in Substance Designer/Painter, rendering EXR.
Clicking on these cards will take you to pages showing modeling strategies for the 3D production pipeline:
Sculpting Human Body
Modeling a human body using ZSpheres, retopologizing mesh and opening UVW in Maya. Sculpting micro-detail in ZBrush. Exporting normal and displacement maps.
Modeling Mechanic Char.
Modeling a mechanic character with automatic edge loops with ZRemesher, importing as OBJ into Maya, and sculpting detail in ZBrush.
Modeling Exterior Env.
Modeling exterior environment for render time by drawing CAD floor plans and elevations, extruding quads in Maya.
Modeling Arch. Interior
Modeling architectonic interior, drawing CAD floor plan and elevations, modeling rooms and furniture using quad extrusions and NURBS in Maya.
Modeling Level Geometry
Modeling real time level geometry using CAD floor plans and elevations, blocking out meshes and adding details in 3D Studio Max with booleans and stacks.
Modeling XReality Prop
Modeling prop glasses assets for an augmented reality app. 3D scanning, adding retopology with Quad Draw in Maya, and setting up with Python tool.
Modeling Prop
Modeling a prop hand grenade asset through references, templates, schematics, modular polygons & UVW in Maya. Sculpting detail in ZBrush.
Reconstructing Photo-grammetry
Reconstructing, repairing, and cleaning up photogrammetry scan, using ZBrush Dynamesh and ZRemesher to open UVW and clean up textures.