ZBrushCentral

New Here, need a hand from masters!

Hello, i’m starting in sculpting in zbrush, moving from 2d photoshop. I’ve been reading a lot, but still got some doubts hope someone can help me

Base Mesh: I use to start my characters with Zpheres and then using the adaptative skin, but i’ve seen many artist that use base mesh that weren’t made at zbrush, it is good to start the base mesh at maya or 3dmax for having good topology?.

Re-Topo: I’ve seen many artist modeling and then doing a “retopology” that’s because the mesh loops doesn’t adapt to the sculpting? how its done? where i can learn about it?

Hair: I’ve modeled some bust and heads, but cant find the way to model good hair, i’m not telling reallistic one, just stroked over a surface but cant get it done right, won’t someone give me some advice on it?

Well does all for today, hope someone can give me some advice or tip, and maybe in some future you’ll see some jobs of mine

have a nice day!

1) It’s a matter of personal preference. Different artists are used to and comfortable with different approaches. The best answer is that whatever method lets you create a usable mesh in the least amount of time is the correct method.

  1. See the “Retool It” section at http://www.pixologic.com/docs/index.php/TOC

  2. Again, there are many different methods depending on the kind of hair you’re trying to create and the particular artistic style you’re after. My recommendation is to do a search for “hair” here at ZBC and check out the MANY posts you’ll find. (Maybe start out in the Tutorials forum to limit the results.) Another approach is to look through ZBC’s featured gallery. Anything that has hair that looks like what you’re after, check it out and see if the artist talks about how he did it.