ZBrushCentral

Some questions

Hi all,

I’ve been using Zbrush for a few days now, got a DVD from genomworkshop to get me started but i’m not too sure how to go about making ideal base meshes…

Making a head from a sphere was pretty good, but obviously no body :wink:

I made a basic humanoid body with Zspheres; overall body shape is good, but finner details such as the ear just doesn’t have enough polys around to make something worth while. Adding an extra level of detail would make the body too high in detail also…

Is there an ideal way to focus more polys to specific areas of detail? such as ears, nose, mouth etc…?

is it pratical to to make /rough out body parts in ‘bits’ (subtools) and retopo the whole thing for one large mesh for say, animation etc?

I want to avoid using ‘normal’ poly tools because I want to ‘sculpt’ plus the fact i suck with them :3. It’s a shame you can’t blob in extra polys, like sticking a lump of clay to a model and then detail?

Also i keep getting a bug when im trying to add spheres as a subtool for eyes. When I try to move it into position it’s actually editing the mesh (moving verts) and i’m not getting the transpose? line. Anyway to fix this?

Each Zsphere adds the same amount of geometry. When making the humanoid, simply add smaller zspheres where the ears, nose, eyes, and mouth are. Leave the ears and nose zspheres added onto the head as usual, but move the eyes and mouth zspheres “into” the head zsphere. When you select move and do this, it will change into an indention.

This will add extra geometry and edge loops where the detailed features are.

You’ll want to research retopology.

http://www.zbrushcentral.com/zbc/showpost.php?p=484734&postcount=73

Or if you don’t want to do that, you can also add mesh density to specific ares using masking then subdividing the unmasked areas.

db

Heya guys, thanks for the replies.

dustin, thats looks alot like what I was after thanks!