ZBrushCentral

Distribute faces / Animating sculpting process

Hello.

I’m trying to create an animation of a ball of clay being sculpted into a very simple figure, part by part.

My original strategy was sculpting the figure in stages in Zbrush and saving out iterations to be animated in Cinema 4D via pose-morph (which morphs between different mesh’s differing points). However this isn’t working out because after I stretch out the arm, for example, I need to retopologize the mesh and the pose-morph will no longer morph correctly because all the points have been moved around.

In order to avoid having to retopologize, I am now trying to work backwards. Start with the completed figure and squish it back into a ball of clay. However, this has it’s own set of challenges. Using the arm as an example again, I am able to get it fairly pushed back into the model, but I am left with some very tight faces. Is there any method for simply spreading these faces out over the area of the model uniformly, without having to retopologize? I feel like this is what the smooth brush my be intended to do somewhat, but when I smooth the area, my faces are only squished further together. Or is there a better method for squish a mesh into a ball?

I’m sure this is obvious, but I am still a bit of a novice with Zbrush.
If anyone have any guidance or suggestions I would greatly appreciate it as this is driving me crazy!

Thanks very much, please let me know if anything need clarification.

Attachments

Screen Shot 2014-12-17 at 10.15.17 PM.png

sculpture_process.jpg

Typically these issues would be solved by remeshing, but if that isn’t an option for you, you may get some mileage out of the :

  1. Reproject Higher SubD funftion in tool> Subtools > Project menu

or

  1. Tool > Deformation> Relax slider.