I had an ideea for a modeling tehnique in zbrush ( if it were possible)
Hou about modeling a sculpt by a material’s proprety of solidity, i mean some parts of it woult be made by a clay material (soft and easy to manipulate) others in plastic (harder to sculpt and bend) this would make morphing more easy for example if i want to modify a cheek over a jaw line and i move the jaw… the cheek having a softer material would morph constrained around the bone.
I highly doubt this being possible but it would definetly help some modelers in their workflow.
You can get a similar effect with transpose master and masking, but what you’re really describing would happen with weighted rigging in a 3D animation app. Regardless it would add a layer of technical complexity to the program. ZBrush does a pretty good job of making you feel like you’re working with clay, which is what most people like about it. I don’t think most users want to see it complicated with excessive rigging or animation tools. I know I don’t.
Since my post, some new zbrush 3.5 features where revealed, among them was the zspheres2 feature. That is exactly what I wished for!
THANK YOU PIXOLOGIC!