Hello,
This is the first large Zbrush project that I’ve started working on. I’m new to Zbrush and have some questions that I hope the community can help me out with. Obviously, I have a lot of work to go on the sculpt, but comments and critiques are welcome.
I’ve been trying to address the character’s arms and am having some process issues. What is the best way of detaching the arms so I can work on one as a subtool and then mirror it?
I ended up subdividing the mesh unequally (the head is dense for example) and lost my lower base low poly mesh along the way. To set the character up for animation (Maya 7), will it be best to make a new base mesh and use adaptive skin from the current mesh to the new one? Or will it work to just keep my current dense mesh and use a Zsphere base mesh as an influence object for animating? There are probably other threads about this so if anyone can point me to some good solutions, I would love the help. I’m just hoping that I’ll be able to use my current sculpt.
And one last question: I noticed that I have a pucker spot on my arm from some early bad topology flow. What is the best way of reworking this spot in zbrush? Can I delete a patch of poly’s and rebuild them?
Any help would be fantastic. Thanks much.
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