ZBrushCentral

Adding eyes to a model

Hey Folks!
I’m quite a noob with ZBrush and now after I’m done modeling so far I came across the problem of no knowing how to add eyes or at least 2 Spheres to my model.

Another problem would be the fact that I don’t know how to add polygons on specific parts of my model. I’m not that good with topology and I notice some parts could use some more polygons to properly sculpt them but I can’t figure out how to do so.

Thanks!

The easiest way to add eyes to a model is to convert a Sphere3D into a polymesh and then append it to the head as a new SubTool. Use TransPose to scale and move it into position. Finally, use SubTool Master to duplicate it on the other side of the model.

One way to add polygons to a specific part of the model is by masking everything else and then dividing. Only the unmasked area will divide. The drawback to this is that you’ll get triangles where the two mesh densities come together, which smooth differently from quads. It can get quite ugly.

Another method is to split the model into two SubTools. You can then divide one without affecting the other and without creating triangles.

A third method is to use Edge Loop. You’d hide everything except where you want more polygons and then use the Edge Loop feature. This adds a ring of polys around the edge of the visible area. Now hide the outer couple rings and edge loop again. Keep going until the whole area has greater density. This is pretty easy if you have a relatively low number of polys at level one and simply want to double the polygon count in a certain area.

Still a fourth method is to use retopology to edit the existing mesh rather than create a new one. Doing this, ZBrush will try to snap your new vertices to the center of existing lines. So you can pretty quickly add more edge loops to areas, which then translate into higher poly counts in those areas when you create an adaptive skin.