Wow, we've already finished three models with ZBrush, covering a vast amount of sculpting techniques.
In this chapter, we'll start with our last model — The Harvester. For this task, we'll explore a new way of starting a mechanical model directly inside ZBrush. This is very similar to the workflow we used to build the creature — doing the sculpture first and then preparing it for games. At the end of the book, you will know many paths to complete a model, so you can choose the best according to your tasks.
We'll talk specifically about:
Quickly prototyping the major mechanical shapes with ShadowBox
Creating crisp mechanical surfaces with the clipping brushes
Creating perfect circles with the Circle brushes
Assembling a complex model
Let's get on with it.