Tired of self intersecting zspheres and fiddling with the xyz-res to make the perfect hand? I only use Zspeheres for simple linear things, like legs/tails.
- Load the polyplane tool, and draw it on the canvas.
- Subdivide the polyplane a couple of times to get enough resolution for a good mask.
- Think about what you want to make, and the best profile to use. Here, I wanted to make a chunky 3 fingered hand, so I sketched out a top down view using the masking tools. I then cleaned up the outline a bit using unmasking.
[](javascript:zb_insimg(‘101843’,‘Hand_Model.jpg’,1,0))
- Once you get it to a point to like, then you can retopo it, or leave it as it is if it’s not going to be used for animation. This method yields a decent mesh, with no non-manifold puckers/spikeys the way unified skin can.
I used this technique to sculpt major parts of the minotaur show here:
http://www.3d-miniatures.com/tiki-view_blog_post.php?blogId=1&postId=25
The torso, arms, and legs were quickly done using this technique, and then retopo’d to make them better candidates for posing.
No more dinking with zspheres, just mask, punch, and sculpt away.