I have a question about the best way to pose and rig a mesh in zBrush 3
I read this thread, which discusses the use of zSpheres for modeling and posing (Jason Belec’s interesting thread.)
http://www.zbrushcentral.com/zbc/showthread.php?t=21407&highlight=Challenge
I have also read the thread on rigging and posing here (Rastaman’s detailed explanations):
http://www.zbrushcentral.com/zbc/showthread.php?t=46117
In the first thread, the contributors seem to favor creating a re-usable zSphere chain that can be posed any way you want, and then creating an adaptive skin which is used to create the full model.
In the second thread, it seems that the authors suggest taking an established mesh, and adding a “rig” to it, which can then be used to pose the mesh.
Then the various books and magazines I see suggest using the transpose lines and masking to bend and pose your mesh. (Such as Scott Eaton’s Body Electric Tutorial)
I realize that partly this is all simply personal preferences – but as someone who is just starting out in zBrush, it is confusing to know where to start. Also, I wonder: If someone were to start in zBrush 3, would some of these techniques be different? I mean, was building a full zSpehere biped something that used to be done before some of the features of ZB3 were created – but now are obsolete? Or do most artists still prefer starting at the zSphere level today?
Thoughts? Opinions? I would love to hear from those of you who know and love ZB… what do you think?