gargoyle – 2

when i started the project, i intended to just do a portrait shot, but now i decided to do instead a full body, as i feel this will be quite fun, and secondly, i feel a little rusty on the other zbrush tools available, so doing a complete gargoyle will let me revisit these features…
so, i first made a zsphere skeleton for the intended pose of the body, then skinned it, and began pushing around the polygons, to get the volumes necessary at least indicated. this is my crude basemesh i am starting from, the topology given from the zspheremesh is not perfect, but i think it will do (hopefully)…

oh, btw, the podest underneath has a technical purpose, and as i never have seen this little tip on the internet, i share it here : when sculpting in zbrush an odd feature is, that the mesh has no fixed coordinate system, so the floor is all the time aligning itself to the lowest point in the mesh. this makes it quite hard to get the feet all stay on the same plane, when working on the toes say : as soon as a polygon from the toes get to be the lowest part of the mesh, the whole floor goes down, making it hard to judge now how much you have to move up that polygon again to make it level to the feet… having the podest underneath this problem vanishes, as the podest is a different subtool that will not be edited 🙂

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