So, I'll admit I've started this project using a very odd workflow. It was a big mistake, as it has led me to some very strange anatomical deformations. My industry mentor very graciously helped me to fix these glaring issues, mainly by remeshing and using subdivisions to firstly fix the pose that he is in. I was told that the pose is the main perpertrator for the bad anatomy. Where I thought it would help me to sculpt exaggerated limb positions and muscle deformations, it has instead encouraged me to create incorrect muscle formations. I should have started in a more neutral pose, so this blog will be about how I went about fixing this.
I started by screensharing with Del, who was showing me how to create new subdivisions using the projection tool. I had to first duplicate my original model, then remesh the old one to a much lower resolution. I would then use project, add a subdivision, then repeat the process until I have around 4 or five subdivisions increasing in density and detail.

This is my lowest subdivision. With this, it was much easier to adjust the position of the limbs, head and spine.

Using the transform gizmo, Del demonstrated how I could reposition everything into a more neutral pose. Once the head was moved, I could see that I had made the neck far too long and the head itself was an odd shape.

I tried this all out on my file from scratch.

This is my high density original model on top of my lowest subdivion version of the model, to show you the difference that the subdivisions make in detail and how much each one can retain.
I adjusted the position of the head first.

I then adjusted the arm and leg positions, and made the spine slightly less curved.
I rotated the forearms so that the palms faced inwards.

The legs were straightened and placed in a neutral position.
Once all of the body was repositioned, I was then able to start working on detailing the muscles, tendons and veins.
I started with the arms and legs, using anatomical reference from my book and online. I ensured that I payed attention to the break-up of the muscle groups and the tendons of the body, such as around the achilles heel and wrist area.

I added the tendons of the feet, and added veins on the higher subdivision levels.
I also detailed the navel and the veins around the stomach area.

I continued to detail the muscles, particularly around the back and shoulders.


I also added in elbow details and continued to work on the arm shape.

Del told me to make sure that the arm follows the structure of a chain - where each section is interlocking. I reworked the shape of it to try and achieve this.

This section is about how I repositioned and detailed the hands. I statred by adding fleshy areas, and adding defined creases.
I then detailed the creases more, which I found helped me to achieve a better shape in some areas like inbetween the joints.

I made sure to add in a broad skin texture on the palm and the creases around the wrist area. I used Rafael Souza's free Skin brushes for Zbrush.
I went about detailing the back of the hand using similar techniques, but ensuring I add in the tendons and the creases where the fingers are flexing.

Finally I added in some veins.

For the texure of the body, I added a noise filter using the Lightbox noise builder. I edited the noise by adjusting the height and size values. I wanted a subtle pore texture that wasnt too noisy.


I then added some more details around the body once this was done.
This is the torso so far. I think it looks a LOT better than before.

The head anatomy still needs a lot of work. I tried out changing the jaw position to see if it made sense. The jawline is far too short, which I noticed after hingeing the jaw using the transform gizmo.

The mouth is also far too distended.
I tried out some quick adjustments of the mouth and jaw, making the chin a bit deeper and the mouth more rounded and less long.

I think that the reposition of the jaw has helped a bit, and I will revisit this part later on.
I thought that whilst this was better than before, the mouth is too short now! I continued to play around with the size of the mouth gape.

I also added in some creases around the brow line and nose bridge, using reference. This is a more accurate depiction of the muscles around the face and how they distort.

I added in some skin noise, using the skin alpha pack by Souza. I made sure to use the correct pore types for the different areas of the face.

I edited the tongue , adding in the veins underneath and repositioning the teeth and eyeballs.

The head was detailed with veins and creases in the appropriate places.


I added subtle ridges to the roof of the mouth.

This is how it is looking so far. The repositioning of the model was something that I desperately needed to do to fix it and it has helped me immensely.

It still needs a huge amount of work. My main areas of concern are the head anatomy, and the anatomy of the arms and back still which I think I will need to work on.

Nevertheless, It is looking a lot better and more anatomically correct.

