You can build mannequins in ZBrushCore but it’s a little tricky. (It’s tricky in the full version too!)
Once you have built your ZSphere model you need to also make or import the meshes you are going to use to make the mannequin. Make sure they are not too dense. First select your ZSphere model, then:
- In the Tool>Adaptive Skin sub-palette, turn on Use Classic Skinning.
- Turn on Move mode. This is so you can select a zsphere or link chain without adding a new zsphere.
- Click on a zsphere to select it.
- Click Tool>Adaptive Skin>Insert Local Mesh. Select the mesh you want to use from the pop-up.
- Click on a link sphere.
- Click Tool>Adaptive Skin>Insert Connector Mesh. Select the mesh you want to use from the pop-up.
That’s basically it. You repeat inserting local/connector meshes until you’re done. (Note that you can’t add a mesh for the central “root” zsphere.)
You’ll find that sometimes things don’t go according to plan. And the way the mesh is inserted might be wrong and you have to adjust the original by rotating it using the Tool>Deformation>Rotate slider.
Good luck!