
Sculpting a Baby with ZBrush for Science Illustration
The summer after my second kiddo was born, I was contracted to sculpt a ZBrush baby for a Science News magazine feature on the placenta. One of the best parts of my job is that I’m constantly learning new things. In this case, I didn’t realize that the placenta is actually the baby’s organ… not Mom’s! So it has to be pretty crafty to convince Mom’s body to let it hang around for 9 months. Gives new meaning to the alien invasion scenario! Science News fascinating article looked at the placenta’s ways of evading the Mother’s immune system. Check out their article here to learn more about the science. For the artwork, we wanted to showcase the science of the placenta, but also get across some of the awe and wonder of life. In this post, I’ll talk a little bit about how I made the digital baby for the opening of the feature. I primarily sculpted the baby in ZBrush, and then drew the final artwork in Photoshop. Hopefully this gives some insight into how I work. To any of you just starting out with ZBrush, be warned that it’s a bit of an odd beast. It was created to be intuitive, and yet the learning curve often goes like: This makes no sense! This is NOT intuitive… and then slowly, you start figured out the basics and internalized some of the keyboard shortcuts, and oddly it DOES start to feel intuitive. GO figure…Sculpting the Head with Dynamesh:
First, I created the shape of the head with a basic dynamesh sphere. A dyanmesh is an adaptive mesh, that allows you to 3d sculpt organically, without worrying about technical issues like mesh resolution. When you open up x symmetry is already activated, which is what we want for something like a head so that you don’t have to sculpt each eye individually.
Cheating Fairly in Illustration
I’m all about cheating fairly, and it’s one of the things about digital art that is so fun. It’s a challenge to find the quickest, smartest way to do something. During my time in the U.C. Santa Cruz Science Illustration graduate program, a lesson that stuck with me was this:when you’re an illustrator, as long as it’s not ripping someone else off and saves you time, it’s fair game.As I was largely a self-taught artist before completing the UCSC program, I was amazed to learn that most professional illustrators create their art at least 30% larger than the final printed size. Working larger than final lets an artist work more quickly, since things always look tighter and more refined when shrunk down.
Cheating Fairly in ZBrush

Creating the body with ZSpheres:




Bringing it to Life in Photoshop

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