![]() Throughout my whole sculpting process, I only use a few brushes: Standard, Dam_Standard, Clay Buildup, Clay, Smooth and Move. All the detail I added on the highest subdivision won't be visible on the lower one, but it will still be there when I come back to the highest level. In case I want to change the bulkiness of his chest, I can always go back to a lower subdivision and add some volume to it.I know that I'm going to sculpt details like veins, skin stretching and so forth on the highest subdivision, as it will give me millions of polygons to work with.Let's look at an example of how this works: In addition, you can always come back to your first subdivision level and adjust shapes, and this change will be reflected when you come back to the highest subdivision. ![]() This allows you to use subdivision levels in ZBrush, which increases the polygon count of a model by replacing each polygon with multiple polygons – the higher it is the more detail you can add. The powerful part of using the base mesh is having the correct topology on your body from the very beginning. The main landmarks that I usually paint are the sternum, costal cartilage, iliac crest, vertebrae, anterior superior iliac spine, curve of tibia, clavicle, scapula, acromion process, zygomatic bone, mandible and the temporal line.
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