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Step 4 - In my case, I wanted to add some accessories to my DinoMonster. This is the good point for accessorizing, before you continue adding more details and color. I wanted things like pants, shirt, belt and guns. In the image shown, you see the shirt painted on top of the model. Basically, you need to mask part you want to turn into clothing.
Select standard brush, stroke to freehand and by pressing ctrl, paint the mask where you want it to become clothes.
Step 5 - After finishing up the mask where you want your clothes to appear, you need to go to Tool/Subtools palette and press Extract. The size of extract depends on couple of factors, so, If your clothes extract too thick, you can delete that subtool and try again, by adjusting the thickness setting.
Rename your new subtool to appropriate name, so you don’t have problems later if you decide to make entire subtool tree into one mesh or any other complex subtool operation. Also, the newly extracted subtool is extracted at the subdivision level from the originating mesh.
The lowest the better, too low, inaccurate. It just depends of what you want to do with the model later. If you intend to export it with all its subtools in third party app for say, animation, you would need to keep your polycount within the reasonable count. If you are staying in ZBrush, then you can be little bit less concerned with the poly count.
Step 6 - Here you can see all the subtools created and refined. The guns were modeled outside ZBrush. When you complete all the subtools, you can carry on applying more details to the base character.
Step 7 - I have couple of customized alphas that I created myself. When I decide which ones are the most appropriate I set up my brush. Specifically here I have used standard brush, stroke set to DragRect, and my preferred alpha. Z intensity was about 10- 14 set to sub. When the brush was setup, I started dragging texture rectangles across my model. When I’m done with texturing, I start adding the color.

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