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ZBrushWorkshops Anatomy of Face V1 Skull Beta 2
ZBrushWorkshops Anatomy of Face V1 Skull Beta 2
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Cover design by Ryan Kingslien
Book design by Ryan Kingslien and Nicholas Breslow
Compiled by Nicholas Berslow from a ZBrushWorkshops Lecture
Development Editing by Nicholas Breslow
Production Editing by Sonia Prasad
No part of this book may be reproduced in any form or by any electronic or mechanical means including infor-
mation storage and retrieval systems, without permission in writing from the author. The only exception is by a
reviewer, who may quote short excerpts in a review.
Ryan Kingslien
Visit my website at www.ZBrushWorkshops.com
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Acknowledgements
Sculpting the face is one of the hardest things to do. Its unyieldingly frustrating but
its always an amazing challenge. What little understanding I have of the face has its origins in my time with Al
Gury, chair of the Painting Department at PAFA. As always, Ofer Alon and Jaime Labelle continue to be guid-
ing lights in their work with ZBrush and bringing digital sculpting to the masses. Also, this book would not be
possible without the support and hard work of my wife Sonia Kingslien
I would like to call special attention out to Nicholas Breslow who compiled the bulk of this document from one
of my workshops at ZBrushWorkshops. He did a fantastic and thorough job.
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About the Author
Ryan Kingslien is the founder of www.ZBrushWorkshops.com. He attended the Pennsylvania Academy
of Fine Art and the Gnomon School of Visual Effects. He was the first product manager for ZBrush at Pixolog-
ic, where he combined the efforts of programmers and artists to help create some of the revolutionary tools in
ZBrush. He also created the first industry-standard curriculum and documentation that helped bring ZBrush to
companies such as Industrial Light & Magic (ILM), Sony Pictures Imageworks, and Electronic Arts (EA).
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Table of Contents
The Beginnings 7
Overview 7
Landmarks 8
Skull: Proportions 9
Mapping the Proportions of the Skull 9
Skull: Basic Shape 13
Skull: Facial Grid 19
Using Transpose as a Measuring Tool 20
Mapping the Facial Grid Using PolyPaint 21
Skull: Sculpting the Facial Grid 23
Skull: Cranial Block-in 26
Skull: Detours on Way to Orbit of Eye 31
Detour #1: Supraorbital Margin and Infraorbital Margin 32
Detour #2: Planes of the Orbit of the Eye 33
Skull: Four Quadrants of the Inside Corner of the eye 34
Skull: Defining the Maxilla 38
Skull: Defining the Upper Brow 42
Skull: Frontosphenoidal Process of the Zygomatic 44
Skull: Defining the Back of the Skull 46
Skull: Corrections 50
Skull: Defining the Mandible 52
Sculpting the Teeth Plate, (Alveolar) 55
Refining the Jaw 56
Reference Check 58
Sculpting the Teeth 60
Mapping the Teeth Using PolyPaint 60
Creating Teeth 62
Molar Template 63
Positioning Teeth 63
Refining Individual Teeth 64
Mirroring Teeth 65
Mandible Refinement to Accommodate the Teeth 67
Final Progress Check 68
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The Beginnings
Overview
Welcome to the Anatomy of the Face Volume 1, The Skull. The goal of this
book is to be a companion to the workshop at ZBrushWorkshops that goes
by the same name. However, it can also be enjoyed separately is contains
almost all of the steps the workshops does.
The layout of the face relies more on the bones of the skull and face than
the muscles. Which is why we start this series with a book on the skull.
Once you master the skull you are better prepared to tackle the face and
handle all of its complexity.
I do my best to guide you each step of the way with schematic drawings and
step by step sculpting instructions in ZBrush. I hope you enjoy!
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Landmarks
Lets start by looking at some landmarks. These will be the guide posts we
see as we race around doing our best sculpting the face.
8
Skull: Proportions
Lets analyze some reference and see if we can find
common units of measurements. In this case we are
going to look for halfs, thirds and eigths.
9
5. Extend the first 1/8th marker in from the side of
the head up along the outer margin of the orbital
cavity on the zygomatic bone, up to the sphenoidal
process. This marks the start of the supraorbital
margin which is characterized by a distinct overhang
of the orbital cavity.
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9. The top of the nasal opening is located at the way
point of the head along the Eye Line. The bottom of
the nasal opening is located 1/8th of a head below
bottom of orbit of the eye and falls in line with the
cheek bone (not perfect alignment, but close). The
nasal opening width total is (1/8 on each side of
the center line).
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13. The canine teeth are a good indicator of where the
plane break occurs. They mark the turning point
of the mouth where it heads off to the side. This is
variable from person to person.
12
Skull: Basic Shape
13
6. Pull the handle that extends past the model by its
center ring and rotate to establish the front plane of
the face.
14
10. Press SHIFT+F to enable PolyFrame visibility.
Press SHIFT+D until the geometry is at its lowest
subdivision level and use the Smooth Brush to even
out the topology.
15
Current jaw line:
16
15. Snap the viewport to a front view by SHIFT+Click-
Drag on the canvas. The width of the head needs to
be adjusted from 1 to .75 units.
17. Pull the handle that extends past the model by its
outer ring back up to the bottom edge of the head.
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By doubling values and using 2 vs. 1 it becomes easier
to measure proportions. SHIFT+Click-Drag a transpose
line from the center middle of the face out .75 units to
establish the width of the head.
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24. Now its time to Relax the mesh and remove any
stretched polygons.Set the model to its highest
subdivision level and then set Tool\Deformation\
Relax with a moderate value of 20 to make the
topology easier to work with.
26. Snap into side view and evaluate the chin for
repositioning.
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Skull: Facial Grid
Using Transpose as a Measuring Tool
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5. Set Preferences\Transpose Units\Calibration
Distance to 1. Set Preferences\Transpose Units\
Minor Ticks to 4.
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5. Mark the inner boundaries for the orbit of the eyes
by dividing the inner 1/8th on both sides in half.
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10. Refine the orbital box by indicating how the corners
are lopped off by the surrounding bony structures
and sketch in the shape of the nasal cavity.
23
Skull: Sculpting the Facial Grid
Overview
24
5. Enable Perspective Hotkey P and disable the Floor
SHIFT+P. Evaluate the depth of the orbital cavity.
Progress Check
25
Skull: Cranial Block-in
Think about the skull as two separate
parts:
1. Cranial (white)
2. Mandible (red)
Glabella
Supercillary Arch
Overhand
Supraorbital Margin
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First we will define the cheekbone by separating it from
the mandible. Follow the steps below to continue.
27
5. The jaw will sit inside the cheekbone. Pull the jaw in
using the Move Brush. Catch some of the area above
the mask to define the temporal bone.
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9. The frontal sphenoidal process of the zygomatic
is the little column of bone coming up from the
t-form of the cheekbone that connects to the brow.
It meets the brow near the overhang on the top
outside corner of the orbital cavity.
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14. Using the Trim Dynamic Brush, cut a notch to
establish a better transition of the temporal line into
the overhang along the brow
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Skull: Detours on Way to Orbit of Eye
The Inner Corner of the Eye is the key to creating realistic eyes.
However, its not easy to understand. There are a lot of complex curves and
the form can be misleading.
Before we do that, though, I want to take two detours to make sure we are
familiar with the supraorbital margin, the infraorbital margin and the planes
of the face.
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Detour #1: Supraorbital Margin and Infraorbital Margin
While our goal here is to define the four quadrants of the orbit of the eye,
I want to start that process by examining the supraorbital margin and the
infraorbital margin. These are the lines that run above the eye and below
the eye.
Use the illustration below to locate each margin. Remember, these terms
are just guides. Use the guide below to learn what each part of the word
means.
I often use these lines as part of my mental checklist when sculpting the
eyes. I will look at the model from below and from above and make sure
these lines are clean and consistent. No bumps or wavering form.
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Detour #2: Planes of the Orbit of the Eye
Just one more detour before we get to the four quadrants of the eye. Below
is an illustration of the essential structure of the orbit of the eye as well as a
list of the significant plane changes.
Its a great idea to keep these in mind and try to memorize them.
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Skull: Four Quadrants of the Inside Corner of the eye
These quadrants are essential to understanding the inside corner of the
infraorbital margin.
1) Side of the nose.
2) The triangle of the inferior orbital margin that sits above the frontal
process of the maxilla.
3) The lacrimal bone and how it relates to the corner of the eye and the
caruncula. It is not always visible on females and is most visible in
people with sunken eyes.
4) The inside portion of the glabella.
Notice how the inferior orbital margin flows right up to the glabella. It fans
out to form the two triangular sections, then the rectangular sections.
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Follow the steps below to begin sculpting the orbit of
the eye
Side View:
Result:
35
5. Leave a tiny lip on the inside of the triangle.
After:
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8. Subdivide Hotkey CTRL+D the mesh once to increase
sculpting resolution. The lacrimal groove is located
beside the inferior orbital margin and contains the
tear duct. The depth of the groove will also serve to
further define the inferior orbital margin. Carve the
neighboring groove and duct using Clay Brush with
ALT.
Contour:
Planar transitions:
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11. The downward facing plane of the inside corner of
the glabella becomes the inside of the eye as it lines
up slightly inward of the lacrimal bone.
12. Refine the area using the Clay and Trim Dynamic
Brushes to adjust the glabella so it lines up slightly
inward of the lacrimal bone.
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Skull: Defining the Maxilla
The maxilla is probably one of the most important
elements of the face when it comes to determining
ethnicity and character yet you dont find a lot of
information about it in anatomy books.
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Follow the steps below to begin.
Front View:
View:
40
5. Dig in with the Clay Brush holding ALT to create the
triangular depression.
After:
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Skull: Defining the Upper Brow
Separate elements along the supraorbital margin by
isolating the glabella and the superciliary arch from the
brow itself (overhang).
Scientifically speaking, the skull alone cant always be
used to tell the difference between male and female.
Typically, the skull and pelvis are required for gender
verification. Both males and females have the same
features frontal eminence, temporal line, superciliary
arch. The difference is usually apparent by how soft
these features are. For example, the glabella can be
larger, more cro-magnon in males or smaller, more
rounded in females.
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4. Bevel the edges of the box using the Trim Dynamic
Brush.
43
Skull: Frontosphenoidal Process of the Zygomatic
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Follow the steps below to begin sculpting the
frontosphenodial process.
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Skull: Defining the Back of the Skull
Overview
The back of the skull has a few surprises for us such
as the nucal line. We often skip this part of the skull
because we are so enamored with the face but if we
do our sculpt will suffer and could even look like it is
suffering! Best to get it right. :)
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Follow the steps below to continue sculpting.
Side View:
Result of sulpt:
47
4. Apply the Trim Front Brush to create a smooth plane
for the base of the skull.
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8. Check the angles of the back of the skull.
10. Use the Trim Front Brush to flatten the base of the
stalk.
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13. Now lets get the occipital protuberance. The
occipital protuberance is a notch on the back of
the head. It is more visible in males than females.
Separate out the occipital protuberance by building
up a notch using the Clay Brush and refining it using
the Trim Dynamic Brush.
Skull: Corrections
Its time to do some corrections. I always take a moment
to correct my work and build that into my workflow.
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2. Check the position of the brow in a view. Use
the Move Brush to bring it back if it became too
exaggerated while establishing the overhang of the
brow.
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Skull: Defining the Mandible
Overview
Let define the terms that we will use for the mandible.
Once youve defined these terms it becomes easier for
you and I to converse about them and it also becomes
easier for you to remember them.
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Follow the steps below to get started sculpting the jaw.
view:
53
5. Set Tool\SubTool\Thick value to -.3 and then select
Tool\SubTool\Extract.
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9. Reduce the jaw (unmasked section) completely
using either the Trim Dynamic Brush or Clip Brushes.
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The forms of the temporalis and zygomatic overlap and
connect with the barrel shape of the teeth:
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4. The bottom teeth reside on a plate in a similar
fashion to the upper teeth. The plane of this plate
travels backward to the inside of the ramus.
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8. Adjust the alveolar section so it clearly travels
behind the coronoid process.
Reference Check
Time to check the sculpt against the reference. to do
this I use Spotlight.
58
3. Make sure there is enough space for the teeth. Rely
on the initial 1/8 measurement scale established
when mapping out the facial grid.
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Sculpting the Teeth
Overview
Humans have the same number of teeth on the top and
bottom of their mouths. Each row consists of:
- 4 Incisors (front teeth)
- 2 Canines (located next to the incisors, the
transition point where the plane of the mouth goes
back in space)
- 4 Premolars (located in between the canines and
molars)
- 6 Molars (located next to the premolars at the back
of the mouth)
For sculpting purposes it is only necessary to create
half of the top row of teeth and then mirror them to
the opposite side. This complete top row can then be
mirrored again to form a complete set of bottom teeth.
Once all of the teeth are in place, top and bottom, they
can be refined individually.
Results:
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2. With the teethGuide as the active subtool, select
white as the foreground color in the Color menu.
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7. The layout for the bottom row of teeth is similar to
the top except that the teeth vary in size a bit from
their upper counterparts. Indicate the bottom teeth
by staggering the distribution a bit to differentiate it
from the top.
Creating Teeth
ShadowBox will be used to create an incisor-like and a
molar-like template from which to sculpt all of the teeth.
Open Lightbox Hotkey , and load the Tool \Shadowbox
28.ZTL file. Draw the shadowbox in the viewport and
enter Edit Mode Hotkey T. Disable Perspective Hotkey
P and snap the viewport to the Back view of the
shadowbox template.
Incisor Template
1. Create the incisor template first. Set the Mask
Stroke to Rectangle and CTRL+Drag a basic rectangle
mask.
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4. Create a slight curve to the front of the template
using the Trim Dynamic Brush.
Side view:
Molar Template
Positioning Teeth
63
3. Enter Rotate Mode Hotkey R and rotate the molar to
match the gum line.
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2. Select Tools\Polygroups\Auto Groups.
Mirroring Teeth
Result:
65
5. The bottom teeth need to be positioned properly.
Reset Brush\Auto Masking\Mask By Polygroups
to 0 so the entire bottom row of teeth can be
moved together. Enter Move Mode Hotkey W and
transpose the back molar so it aligns with the back
bottom gum line.
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Mandible Refinement to Accommodate
the Teeth
1. The alveolar section of the mandible may need more
bulk in the rear to cover the roots of the teeth.
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Final Progress Check
Cleanup the skull using Trim Dynamic, Clay, Smooth and
hPolish Brushes. Apply them in a fluid manner without
perfecting form and use reference to make sure the
basic elements are solid.
Try overdoing it a few times just to see how far you can
take it.
Thank you so much for reading this and good luck with
all your sculpting endeavours.
Ryan Kingslien
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