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This fourth tutorial by Ken Brilliant illustrates how to begin a modeling session using ZSpheres and the Unified Skin option. By using this technique, less attention needs to be given to sphere placement than is necessary with Adaptive Skinning.
The result is basically a specialized ZPrimitive – a shape that offers all of the advantages of starting with a primitive (such as uniform polygon distribution), but is also already very close to the shape of the final model. No more stretched polygons!
Click Here to Download the PDF (1.08 MB)
Note: You must have Acrobat Reader installed to be able to view the tutorial after unzipping it.
Thank you, Ken!
In addition, we’re issuing a challenge to all ZBrush members:
Use the techniques shown in this tutorial to create your own ZSphere model using Unified Skinning. Share your results here showing THREE images: the ZSphere model, the resulting skinned mesh, and the final image.
We look forward to seeing your results!
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Other tutorials in this series:
The Octopus
The Cactus
Membrane Curvature
MultipleMarker Skinning
Hard-Edged ZSpheres
Stylized Illustration
UV Mapping
Transferring Textures
Compositing