ZBrushCentral

Creating a workable jaw for a creature's mouth?

HI,
So in the past , I’ve created creatures with the mouth either open or closed. However in this particular project, I need to have the creature shown with the mouth open AND closed.

I am not sure the the best method.
ie; Do I create the finished model with the mouth open and THEN create a hinged mouth?
If so, doesn’t that screw up the details?
OR
Should I make the jaw movable at the very beginning stages (blocking in) and then do my sculpting. If so, how?

BTW, the creature has a "horse- like " jaw shape (non human form)
Thanks a bunch!

Hello @louvfx

The 3D Layers feature could be useful here.

This would require you to fully sculpt a working jaw and mouth mesh in one position, then, while keeping the topology unchanged, pose the mouth in a different position on the layer. You can then toggle the change on or off, or morph between the two states with a slider. I would think it would be easiest to first sculpt the mouth in a slightly open neutral position, and then pose it either closed, or more fully open.

Layers can limit or complicate what you can do with a mesh though, so it’s better to do this in a later stage of work when your topology is going to be stable.

Good luck!

Yes that sounds like an idea for the final stage and worth exploring for sure. However I was more concerned about the best work flow to actually split the jaw into it’s separate element.

Normally I just dive into sculpting with no thoughts on topology but I know its going to come back and bite me on the ass . So I want to think ahead on this one.
Thanks again

Think of it like creating a mesh in a TPose for later posing. You first create a fully articulated mesh in a neutral position, then pose it into more extreme poses. So you would need to sculpt a mesh with a fully articulated mouth with an inner cavity. Creating this in a neutral position and slightly open will make it easier to manipulate the mesh.

Well defined polygroups and masking will make it easier to isolate the individual components so you only affect what you want to affect. Features like Brush> Auto Masking> Topological Masking can make it easier to affect only the upper or lower part of a mouth when sculpting.

:slight_smile: