Summary
In this chapter, you added skin details to the head that you sculpted in the previous chapter. By doing so, you explored several types of skin details, and the best tools to create them, in order to apply the right kind of details based on the area of the face. This included sculpting techniques with basic brushes, as well as using projections of 3D scan data, NoiseMaker, and custom Roll mode brushes. Then, you added hair, eyebrows, and eyelashes to the head, learning how to sculpt “classic” hair with basic brushes, a custom IMM Curve brush for creating stylized hair, and FiberMesh for more advanced looks.
Unfortunately, it is not enough to be proficient with ZBrush to make a living as a digital sculptor. Regardless of whether you are looking to get work as a character artist, modeler, or any other digital sculpting-related role, there will be a lot of skilled competition out there, so it is essential that you maximize the effectiveness of your portfolio and...