Summary
In this chapter, we covered ZBrush’s powerful retopology tool, ZRemesher, which you used to create proper topology for the demon bust. Here, you learned how subdivision levels allow you to increase the polycount and create meshes with a high level of detail.
You also got to try out the ZProject tool, which lets you transfer detail from a high-resolution concept sculpt onto a newly created mesh with clean topology.
Finally, you explored different ways to add detail to the demon’s face using basic brushes and some knowledge of design principles.
In the next chapter, we’ll focus on UV creation and materials. With this information and the knowledge you gained from previous chapters, you can finalize your sculpture so you can create some pretty renders to share and present your sculpture in a professional way.