So I was just watching a tutorial on Zbrush about modeling characters, and after the instructor finished modeling, he had to redo the topology for the face and ears to make it easier to sculpt and animate.
So, I wonder, why doesn’t Pixologic or some 3rd party software team develop a 3d character head/face primitive in which areas for the eyes and mouth and ears are formed in a circular pattern by default? Just take a basic universal head where the topology is already perfect, scale it down to a minimal number of polygons, then use that as a primitive skin for a new Z-face or Z-head object which can also spawn off Z-spheres?
It could look just like a Z-sphere with a smiley face on it (or a different colored Z-sphere), and when you push ‘a’, you see the primitive polygon mesh of a basic face with proper topology.
Thoughts?
You might be able to simulate this by keeping a library of base meshes around. (I have literally hundreds of starting points I’ve saved in my 3D morgue.) Some clever work with the Zproject brush and Mesh-Insert brush you can quickly go from a simple primitive to reproducing a beak or an unusual nose quite quickly. ZB’s retopo tools allow you weave together meshes into a single projection pretty quickly as well.
I think I learned that trick from Gnomon Workshop.