ZBrushCentral

rigging (Zspheres) to sculpting, then back to rigging workflow

Ultimatly a scene I am working on will have about 15 of the same characterall posed together in different ways.

I am unclear about the proper workflow for this task. I can create a model in Zspheres, but to do any sculpting I need to convert it to a polymesh, right? The issue is that I will be posing about 15 of the same zsphere model, so I want to have already sculpted it before I do the final posing. The level of detail will be medium, so I am not looking for 100% accuracy with muscle structure - just to say that I don’t need to do any more scuplting after posing.

I think I have heard about re-riggin polymesh models after they have been sculpted, is that true?

I don’t wan to use TransPose because it seems like that will take much longer to do 15 models than with Zspheres? is this correct thinking?

it also seems that I should retopo at some point because I will be doing a lot of posing, and I want the figure to move fluidly when posing.

I have tutorials on zspheres, scuplting and retopo, but anyone else to help explain parts of the process would be great.

  1. Zsphere the base model
  2. convert to polyMesh for scuplting
  3. retopo
  4. re-rig
  5. duplicate and pose each model

ZSpheres are a fine way to quickly generate some geometry.

http://www.zbrushcentral.com/zbc/showthread.php?t=27669

Once you’ve converted it to one of those three options, you can begin sculpting. Most people start in a T-pose to sculpt, then they pose using transpose. There is a way to “rig” your tool using ZSpheres, but I’ve never done it, you can find information on this if you do a Google search or search these forums.

Having edge loops that lend themselves to anatomical deformations is always a good idea, but it may or may not be necessary depending on what your needs are.

i guess i was under the impression that transpose was a fairly time-consuming task, esp. given that i have to do it 15 times for 15 characters.

Most people start in a T-pose to sculpt…
You are saying that people will normally pose their rough form and then start sculpting?

traspose is very fast…just takes some practice…it’s also much more precise than a zsphere rig.

Sculpting in a T-pose is when you stand straight up, and have your arms out to your sides…makes you look like a T…well, with a dot for a head I suppose.

The main reason to sculpt that way is simply to take advantage of symmetry. After you get the main forms down, you will pose and then adjust the sculpting to match the change in forms due to the new pose.

the armature heirachy is there, wouldn’t it be great if you could convert zspheres into bones, using the origins maybe?

Dumb idea? Someone already posted and shot the ideas down in flames?

Sorry if I’m repeating another thread :slight_smile: