ZBrushCentral

replace skin?

Would it be possibe to use zspheres to: 1)generate a basic form of an object,
2)export out the “Skin” generated from the Zspheres
3)Change the Skin in another tool(eg. Silo)
4)import back into Zbrush and replace the old Skin with the new one ?

I would like to be able to create different poses for the figures!
Thanks and Greetings
Lars Quentmeier

It’s a curious method :slight_smile:
Because Zbrush is normaly exactly made for the inverse :slight_smile:
You import the skin from an external prog, refine it in zbrush and export it :smiley:
I said that for patient before an authorized answer :slight_smile:
Have happy Zbrushing!
Pilou

why not do the different poses in zbrush?
you can model the adaptive skin in preview mode by setting the density to the highest number your computer can handle then go to geometry and move up and down in the subdivisions as needed.

then you can store the sculpted model as a morph target and pose away while still retaining the original pose.

There are two ways to repose your model.

The first option is what was described above. If you press the Tool>Morph Target>StoreMT button while the ZSpheres are visible, then ZBrush will let you repose your ZSpheres however you like without losing any sculpting or texturing on the preview. Just don’t change the number of ZSpheres.

Alternatively, there is a tutorial in the Practical Guide for how to pose your skin in an external application and then use that to repose the model in ZBrush.

I’m not a Zbrush user yet. But I had a look at it at school.The Zspheres are very impressive.It is so easy to rough out a model. Also the sculpting is awsome and really easy to use. I’m only missing more low-poly tools(Mirai,Wings3d,Silo,Clay).(Maybe I simply haven’t found them yet?)
That is why it would be cool if you could replace your adaptive skin with a model created in another aplication without loosing the opportunity to pose your model in Zbrush.
Greetings Lars Quentmeier

ZSpheres are an object generator. As such, there are certain things that you can and cannot do on a polygonal level while the mesh is still connected to the ZSpheres (while it’s a preview).

Since you’re already talking about other software here, let’s explain this in those terms. NURBS are also object generators. As long as the surface remains a NURBS surface you cannot manipulate it on a polygonal level. If you wish to restructure the polygons themselves, you must make the object editable which in turn removes the ability to modify the model’s shape via splines.

ZSpheres are no different in that respect, although you CAN sculpt the shape of the preview. But you cannot modify the underlying structure of the polygons. As far as sculpting the shape of the preview is concerned, that information is stored as a morph target. If you do something that changes the point structure of the preview, that detailing will be lost. Trying to import a modified mesh from another program would do that. In short, what you’re wanting to do is not possible. If you wish to be able to repose the model within ZBrush, then you need to leave the model connected to ZSpheres which means that it will still be an object generator and have the limitations that go along with that. If you wish to manipulate the object’s polygons beyond what can be done with the preview mesh, then you need to actually skin the model. In that case, the ZSpheres can no longer be used to pose it.

Generators and Polymeshes are both extremely powerful ways to arrive at your finished result (good artwork). Each has advantages and disadvantages that the other lacks (this holds true for every software package). Understanding the differences between the two will help you choose the option that best suits your needs.

I hope that clears the air a bit. :slight_smile:

Thank you aurick for your explanation.
That makes sense to me.
Greetings Lars