How to Sculpt Enormous Looking Wood in ZBrush

Excellent situation art take a lot of thought to point. It’s fairly simple to spank a quick photo-source texture onto an entity and call it done, but with this technique is very infrequently leaving to generate a suitable effect.

specialized making workflows don’t forever agree to for hands-on detail of every facade in an image or casing. though a little bit of effort can go a extended way, and as high-poly to low-poly sculpting pipelines turn into more and efficient, using software like Zbrush and Mudbox in creation setting has slowly but certainly turn into the model.

meaningful how to competently sculpt different wood piece (beams, planks, panels, etc.) is especially central in game-art since they’re one of the single mainly everywhere inflection pieces worn in surroundings design.

They’re also fairly easy and really re-usable, which make them a great adding to your special benefit library.

So let’s do it! In the residue of the article, we’ll take a appear at how to advance a effortless wood beam in Zbrush, from basemesh to brushes, texturing, and detail.


used for a wood piece similar to the one we’re effective on, the basemesh must be as simple as an extended cube with even (square) subdivision. It’s significant to reflect about how your basemesh will subdivide in Zbush so that present are no surprise (like deficient resolution) while you instigate sculpting or detail.


Follow these steps to create the basemesh:

  1. Create a cube with no subdivisions. Scale it on the x-axis it awaiting you have a rectangular shape apposite for a heavy wood beam.
  2. Duplicate the cube. One of these will be the low-poly confine that we’ll harden our texture/normal maps onto and one resolve be the high-poly lattice that we’ll sculpt on. Re-name them therefore.
    We won’t require the low-poly mesh pending much presently in the method, so moreover hide it or leave it on an indiscernible layer.
  3. Set up our high-poly network for sculpting.with the insert border loop tool, add decision in the height, width, and length. The figure of subdivisions you’ll desire to add will depend on the figure of your lattice, but we added two border loops on the width and height, and twenty edge loops down the extent. As you can see in the picture beyond, our face are about tetragon in shape—this is what you ought to be aim for.
  4. That’s it for the basemesh!keep your scene, choose the dice, then go to File → Export Selection → and sell overseas the cube since an .obj file. If .obj doesn’t emerge as an choice, you’ll require to reload the plugin.