I love the idea about painting on the topology, especially since i’m ready to start creating models specifically with animation in mind. Pixologic would be downright silly not to at least look at exploring the idea.
Until that topology brush comes along here’s some guidance that I took from Skycastle (Dave Cardwell of WETA Digital) that i’m about to put into practice:
“One workflow I would recommend for people
is to build a small library of properly edge flowed/UVed meshes. Then just use Zbrush to create variations. Its way faster
than any app I know of right now for the
sculpting part.”
I haven’t started creating the library just yet because i have some other meshes i’m working on, however. I think a low res properly flowed library would be something we all could benefit from (until that topology brush comes). Now where do we make the low res geometry? Well, Skycastle usually makes his in another application. I remember hiim saying that it was possible in zbrush but he was just in a workflow that he was already used to.
Also let’s be sure to check out Pusghetty’s Satyr ( http://209.132.68.66/zbc/showthread.php?t=020353 ), from which i understand is completely zbrush, and created from zspheres…and it animates very well.
I guess, in the present state of zbrush, if you’re planning to create a model for animation and you want to stay completely in zbrush for the modeling, when you first create your zsphere model that blocks out all of your proportions, before you begin dividing and sculpting any further, take the time push your vertices at the low res state so that you have some properly flowing edges (and if need be, convert the mesh out of it’s zsphere form and use the edge loop feature to cut some edges in).