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Keeping ZSphere One/Armature volume in unified skin. Possible or Pipe Dream?

Heya, I was a little put off at this, since I posted this query some years back, and I’ve come to and fro from ZBrush seeing if I could do my sculpts a certain way, and was kind of put off that it was like navigating a Byzantine maze. I PMed aurick, and suggested that I make a post, as he can’t answer everyone who PMs him with every little query.

I’m determined to see this through this time. As a way for myself to progress, as well as to help other people with similar problems to mine - which I’ll describe as follows:

Basically, I would like to be able to use the proper sculpting brushes on a unified skin that has both the ZSphere and ZSketch volume and information. Why? Because I kind of like how the ZSphere shapes look, as well as the ZSketch combined with it. I know some people will say, “But then just ZSketch over the ZSpheres and then use unified skin, problem solved - what’s the matter?” But I’m just retentive dammit! :lol:

Now, aurick has kindly pointed me in a direction. Except I’m kind of at a loss atm, as I’ve never really understood how to properly execute Remesh and Project all. I know what they do (At least I think so, I read their descriptions), I just don’t know the procedures, and the ZBrush wiki was kind of vague, and the information it did have didn’t help me much. So now I turn to you guys, please help? :stuck_out_tongue:

Aurick suggested that I use subtools - I can grasp that a bit, I think I know most of what the buttons and sliders do, but I am just confused as to how I execute the project and remesh procedures.

For example, should I have my pure ZSpere and ZSketch model at the top of the subtool menu, and then have the unified skin (Which doesn’t have the ZSphere info, but the ZSketch instead) as the 2nd from the top? What should I do next? I’ve tried mashing buttons, but the results weren’t what I was looking for, as the result models were missing limbs, which are still ZSphere armatures.

Thank you ZBC :).

Go to Sketching with ZSpheres tutorials in ZClassroom and watch the last 2 videos called “Unified Skin” and “Adaptive Skin”.

Thanks for taking the time to reply zber2, I appreciate it.

However, I have already looked all over ZClassroom for this, and whilst you may think it answers my questions, it actually doesn’t unfortunately…(And yes, I did (re)watch the 2 videos you mentioned).

Even in the video, it said that you can’t get ZSphere armatures to show up once you’ve used unified skin. I am trying a way to actually do this, as I’ve heard some people say it is possible.
I’ve tried adaptive skin, but the results look extremely ugly, even when used at higher resolution and density.

Essentially, I am trying to get the highly detailed ZSphere and ZSketched model that I can use ZBrush’s standard brushes to sculpt on.

Ok, I guess I’ve figured out subtools and how to use Remesh and Project all, thanks to a user called “ceebee” on the Something Awful forums.

I also contacted Mike Jensen by email, the guy who did the Mech Drone 04 model that was featured here on ZBC some time ago, and we had quite an extensive email discussion. And I guess the final consensus was that it is impossible to render ZSphere 1s into either unified skin or PM3D.

My question now is: What should I do?

I really like the ZSketch/ZSphere 2 strokes over ZSphere 1s in Unified Skinning rather than ZSphere 1s in Adaptive Skin. Does anyone have any suggestions then as to what I should go with?