I show a quick and simple way to use a duplicate of the base mesh, subdivide it, and with the Slice Curve brush split it into different polygroups.
From there I delete what’s not needed and dynamesh the rest to create clean, interesting panels.I also demonstrate how I used my custom GIO brush to sketch and refine the hard-surface details, adding structure and definition to the creature’s mechanical shapes.Stick around for the full process, tips, and workflow insights on bringing organic and mechanical elements together in ZBrush.
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