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What are some of the advanced techniques for topology/base mesh?

Alright, I consider myself an intermediate ZBrush user, and I have been wanting to do an entire body sculpt, from head to toe. The ultimate goal is to make game models, but I maybe wanted to do some sculptures and show them off in the engine.

I am also a beginner-intermediate user in Max, and I have gone back and forth and edited some topology. Forget about game topology which is my goal, I plan on retopologizing later. However… epiphany…

Now, the problem I keep running into is, even when I delete edge loops for the arms and fingers and add to the face, I still don’t get enough detail in the face for super high detail. So what are some of the more advanced techniques people are using?

I have tried each of these;

1.) Box model a base mesh in Max. Pros: Great Topology Cons: Slow

2.) Use ZSpheres: Pros: Incredibly fast Cons: Bad distribution of topo

3.) Take ZSphere Skin into Max and edit topo. A mix of the previous two.

4.) Edge loops in ZBrush. Pros: Quick, better head topo Cons: Still has high hand topo

5.) Break into subtools. Pros: Topo doesn’t matter Cons: Can’t split a naked body.

6.) Ctrl + Shift select and subdivide. Need more exploration.

Two techniques I have seen and not tried are as follows;

7.) ZSketching. It seems to offer more even topo. Can anyone comment?

8.) Using ZSpheres to add subtools for the different body parts. Like one for the head, then build, then append a different subtool and grow out the torso, then append another, and so on.

Now, I mentioned in my intro that I had an epiphany. Since my problem is subdivisions, and I plan on making game meshes, why not stop at a certain sub division level, where my shape and sufficient details are there, and then go and retopologize a game mesh, then go back in and project? Then just add in the really high detail. Interesting. Can anyone please comment.

Anyway, ideally, the characters would be clothed so it’s as simple as just making separate subtools. I am still curious as to the best ways of making an entire body with just one subtool and getting the detail where I want it. Looking for the fastest and most efficient method possible while still achieving the goal.

Thanks in advance.

Hey Joe,

Best thing is to divide the mesh as much as you need to get your details (Ctrl+D), if you need to tweak major shapes, just go down in divisions (shift+D)…then to go up to an existing subdivision level, just hit D.

Model this way, and only worry about the topology at the end of your creative flow…once you’re completely happy with your model.

Too many new artists tend to get caught up in the “I need to make the final mesh as I create the character/object” blackhole. Don’t do this! Just sculpt like crazy and then focus on that part. This way you will end up with a more original looking design, and feel comfortable re-topologizing the mesh at the end. Do it this way until you gain more confidence. Then when you get more adjusted to the work-flow, you can start mixing it up.

Hope that helps!