ZBrushCentral

How to re-pose a detailed ZSphere model?

I’m sure this is a common need, but I have been unable to find a topic thread that addresses it. I would like to make a human model based on ZSpheres, add levels of detail (using the Preview skin, I suppose) and be able to re-pose the model by moving and/or rotating the original ZSpheres. It seems that when I have gone to high Density settings (5-6) and added a lot of detail (with the Standard and Inflate brushes mostly), that moving the original ZSpheres either causes all that detail work to be lost and replaced with a new smooth preview skin, or the modelled details become grossly distorted. I understand that moving the ZSpheres changes the order and total number of polys, and that this is probably what is causing the modelled detail to be lost.

Is there some way to lock the skin down so that moving the ZSpheres only moves the mesh, without causing it to be recalculated? Or do I need to save the displacement/normal maps and then re-apply them?

I’m sure this has been addressed before, if there are any threads or demo scripts that I could be pointed to, I would greatly appreciate it. Thanks.

Simply press Tool>Morph Target>StoreMT while the ZSpheres are visible (the preview is turned off). You can then repose the ZSpheres however you like and the calculated skin will be based on the stored default position. Just don’t add or delete ZSpheres after the target has been stored.

Thank you, Matthew, that’s an extremely useful tip.