ZBrushCentral

How should i skin this?

hi all-

well… i’ve finally got myself a decent machine and i’m finally trying to put some real time into learning Zbrush.

so, i started this snake-ish sort of guy with zspheres.

using zspheres and then going onto zsketch is very close to the way i traditionally sculpt. it feels like the most natural build-up process in the program.
also, i really like the option of posing the zsphere armature before and after i start to flesh things out.
actually, that’s the key feature for me.

that said… when it comes to the further tooling with the standard brushes, alphas etc., is when i really show that i am thick as a brick as far as understanding the software.

i’m somewhat overwhelmed with the idea of how to skin the sculpt.
so i think the the best way i can ask the questions, is to tell you what i want to do and perhaps some of you can let me know if i’m on crack or if i’m just asking too much.

so what i’m after is:
i’d like to skin this and have the overall forms relatively unchanged. kinda like as though it had a very tight latex glove stretched over it. i wouldn’t even necessarily care if the lap lines from the Zsketching were still there and i could take to it with the normal compliment of brushes, smoothing, alphas, etc.

also- ideally, i’d like the Zsphere “armature” to remain functional.
i prefer to move, pose and scale the armature (and sculpted forms as a result) in that manner. it just seems easier and makes more sense to me. also being able to see the armature underneath the transparent body mass is cool as heck.

so am i way off here, or can i have the cake and eat it too?

any and all help or input is very much appreciated!

Zsnake.jpg

When in ZSketch mode, press A key to preview Unified Skin. Then make a Clone of that. Press A key again to get out of the preview. Press Shift+A to get out of ZSketch mode which leaves your underlying ZSphere skeleton. Go to Rigging submenu and click on Select Mesh button and select the Clone. Then click Bind Mesh button.