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Consequently, I added a Divide level for further sculpting and detailing.
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For instance, once I add an object, I refine the silhouette if needed, use the DynaMesh tool followed by ZRemesher to manage the number of polygons, and create a more uniform mesh. Later on, I imported the objects from Marvelous Designer into ZBrush for further polishing. So I used it in the pipeline for creating other elements of clothing besides the cloak. I got to know this software not long ago and really enjoyed the high degree of control over screen tasks that it allows.
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The clothes and the cloak were created in Marvelous Designer. The head sculpting required a standard set of tools, including ClayTubes, Standard and TrimDynamic brushes, due to certain face texturing technology I apply at a later stage, I won’t go into detail at this point.
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