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title: How to Sculpt a Lobo Bust in ZBrush & Texture It in...
description: Character artist Eric Liu breaks down his workflow for sculpting a semi-realistic Lobo bust in ZBrush and texturing it in Substance 3D Painter. He starts...
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og:description: Character artist Eric Liu breaks down his workflow for sculpting a semi-realistic Lobo bust in ZBrush and texturing it in Substance 3D Painter. He starts...
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# How to Sculpt a Lobo Bust in ZBrush & Texture It in Substance 3D

**[80 LEVEL](https://daily.dev/sources/80lv)** · 5 min read · 0 upvotes · 0 comments

## Summary

Character artist Eric Liu breaks down his workflow for sculpting a semi-realistic Lobo bust in ZBrush and texturing it in Substance 3D Painter. He starts sculpting from a sphere, then ZRemeshes and uses ZWrap and ZModeler to fix topology before doing UVs in Maya. For texturing, he bakes curvature, cavity, AO, position and normal maps in Marmoset Toolbag, then builds grayscale layers (0.5 gray base, 0.23 gray AO multiply layer) before adding color. For rendering in Marmoset, he uses a spotlight key light, a reddish directional fill light, two rim lights, and Hejl tone mapping with clarity set to 1. He advises beginners to finish small projects before attempting a full character.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/sculpting-texturing-a-semi-realistic-lobo-bust-with-zbrush-substance-3d>

## Questions this post answers

### What grayscale layer setup should I use in Substance 3D Painter before adding color to a character texture?

Use three layers: a solid color base layer set to 0.5 gray, an ambient occlusion layer set to 0.23 gray with Multiply blending, and a light layer set to 1 gray with Overlay blending. After that foundation is built, add a painting layer with a Gradient filter on top to introduce basic color, adjusting the gradient position to control contrast.

_Artists refining their own texturing pipeline can compare workflow breakdowns like this on daily.dev._

### Which maps should I bake in Marmoset Toolbag before texturing a model in Substance 3D Painter?

Bake curvature, cavity, convexity, ambient occlusion, position, normal, and world normal maps for each UV set in Marmoset Toolbag before importing into Substance 3D Painter. These baked maps form the foundation used to build grayscale and detail layers during texturing.

_Those setting up a 3D texturing pipeline can track workflow tips like this on daily.dev._

### What tone mapping setting works well for a dramatic, high-contrast character render in Marmoset Toolbag?

The Hejl tone mapping setting delivers strong contrast with soft highlight roll-off and rich, stable colors, making it suited to dramatic character renders. Pairing it with a clarity value of 1 enhances fine detail, and a slight curve editor adjustment can further strengthen contrast.

_Developers and artists tuning render settings can find similar technique breakdowns on daily.dev._

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---

Tags: [#3d](https://daily.dev/tags/3d), [#game-design](https://daily.dev/tags/game-design), [#substance-3d-painter](https://daily.dev/tags/substance-3d-painter)

[View this post on daily.dev](https://daily.dev/posts/how-to-sculpt-a-lobo-bust-in-zbrush-texture-it-in-substance-3d-ggehfjqi1)

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