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What is the best way when sculpting body parts that are in close proximity?

Hi guys

I have questions about the sculpting process when creating a character that will be stood still.

I always had doubts about the best way when you are modeling something like a person with crossed arms or a hand that is touching the body like hands on waist for exemple or even fingers.

I will enumerate:

1 - Is it right using dynamesh when modeling things like that?

2 - Do I have to make it with millions and millions of polygons to not look like everything is merging together?

3 - Is there a moment when dynamesh isn’t indicated anymore for this process?

Thanks for your time.

:hugs:

Yes. Though Dynamesh’s window of optimal usefulness will vary depending on your artistic goals. If sculpting a figure in a posed position for a more “sculptorly” piece, then Dynamesh will remain useful much longer, because your goals are a more natural looking sculpture that may not require articulated digits, and may involve a certain amount of fusion among the major forms.

If modeling a figure in a neutral pose for eventual posing or animation, Dynamesh may only be useful early in your process. The more neutral you can make your pose, with limbs and digits well spaced apart, the more effective this will be.


Depending on how neutral your T Pose figure is…maybe. However, if you find you are having to crank up the resolution super high to maintain detail, then it’s usually a sign you’re trying to use dynamesh outside of its optimal window of usefulness. More on this below.


Yes. If you’ll forgive the copy and paste from another thread dealing with similar issues:

From the Dynamesh documentation:

DynaMesh has been designed to create low and middle resolution sculpting stages, making it a perfect way to create your base mesh before diving deeper into all the powerful traditional ZBrush sculpting and editing tools.
but remember that DynaMesh is for designing during the beginning stages of a sculpt rather than once serious detailing has begun.

There is a practical limit for how much fine detail you can establish with Dynamesh. Once you have used it to establish form and the need for frequent dynameshing has diminished, you should transition to a traditional multiple subdivision level process for the purpose of sculpting fine detail.

When you first start out blocking out rough form, you’ll need to make drastic changes to the mesh, which will drastically distort the topology, rendering it unsuitable for sculpting. Dynamesh allows you to rapidly remesh the surface topology, redistributing it for optimal sculpting performance. However, as your form begins to coalesce up to about a medium level of detail, your need for making major changes to the mesh will diminish in favor of making smaller, fine detail changes that don’t distort the mesh nearly as much.

At this point in the process, it is usually favorable to transition to a traditional process with a clean low poly base and multiple subdivision levels, as this lets you hit the upper level of sculpting performance Zbrush is capable of, and finer control over the mesh. Being able to sculpt on multiple subdivision levels at once offers more control than limiting yourself to a single subdivision level (I swear this is true!). In addition, you’ll need a mesh in this form if you’re going to get the best results when painting, posing, or creating maps for export.



Now the next question is usually but how do I know when this is, and what do I do if I want to change the mesh topology again for whatever reason?

The answer to this is detail projection. This is the bridge between the topology changing tools that only work at a single level of subdivision, and a mesh with multiple levels of subdivision. At any point you can transfer the detail from one mesh, to a mostly similar mesh with different topology and multiple subdivision levels.

Never be afraid to subdivide! The more comfortable you are with the detail projection process, the more free you will feel to be able to work back and forth between the two processes.

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Thanks for answering!

So basically I define the overall shape in the early stages with dynamesh until a certain point and then when the base model is well structured I start the fine detail process using the Divide button, right?

I always got this wrong I guess… Because whenever I start sculpting I’m keep going adding forms in the model and keep raising dynamesh resolution and then when I got to millions of polygons I try to add finer details and paint the model but never look so smooth and refined as I would like. :sweat_smile:

It may be more efficient in the long run to instead establish your clean base level topology at this point, since this is where you’re going to want to end up as part of many workflows.

This is commonly done in Zbrush by using either Zremesher, or manually retopologizing your mesh, or both, to establish a new clean low(ish) poly base, with optimal Zbrush topology (evenly distributed quads, as close to square-shaped as possible.)

When you reduce polycount, you reduce detail however. So to recapture the detail from your previous high res mesh, you would use one of the detail projection methods linked previously to transfer the detail from it, to the mesh with the new topology, subdivided as much as necessary to capture the incoming detail.


[Important edit] I accidentally spell-corrected the word “neutral” to “natural” in a couple places in my original post, and these are opposing concepts when discussing poses. Sorry for any confusion!

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