ZBrush Character Modelling Part III: Skull Meshing

Before I begin to properly sculpt the details in. I got to show how an image of a skull can really help define the areas of the face such as the nose and mouth. It also defines the general shape of the male head.

Figure 21 – Male Skull (CGTrader, 2021)

I also included an image of a male skull seen from different angles to know where to sculpt my details in.

Figure 22 – Male Skull seen from different angles (Shutterstock, Inc, 2021b)

Sculpting the Details

To start off, I needed to adjust the shape of the head and make it more human-like as you can see in the image below.

Figure 23 – Basic Head Shape (MariahNatasha, 2020)

It also helped to make the head it’s own subtool and isolate it to focus on the skull sculpting.

Figure 24 – Isolated Head (MariahNatasha, 2020)

By dynameshing the skull and the neck to connect them and smoothing it out, I was able to start defining the skull lines where the ears will be.

Figure 25 – Skull Indentations (MariahNatasha, 2020)

I also started defining more general lines of the skull using the DamStandard brush to create some indentations next to the eyes and mouth and on the cheek.

Figure 26 – Skull Indentations V.2 (MariahNatasha, 2020)

I attempted to sculpt the teeth using individual subtools, but that looked messy and ‘off’ upon looking back at it.

So I redid the teeth using the DamStandard/Clay brushes to sculpt something like this.

Figure 27 – Better Teeth Sculpting (MariahNatasha, 2020)

Here is the finished skull sculpt in the side view to get a better look at the defining lines and proportions.

Figure 28 – Side View (MariahNatasha, 2020)