just wanted to respond to how i set up my models to sculpt in zbrush…well i usually start my models in maya so i can just quickly block out the shapes and get the proportions down before i start sculpting…its just quicker for me this way…like traditional sculpting you use calipers to measure the proportions before adding details…so i use the image planes in maya to do this…then i gather as many references as possible of the subject im doing, and yes the little one is from 3d.sk, great source by the way…i find that the 3/4 view is crucial to accurately getting a model to look proportional…this is the closest to 3d you can get from a 2d image…also the front-down and down-up shots are really important to sculpt a head properly…so i usually have zbrush running and also have a little window of acdsee on top of zbrush (right click on acdsee in taskbar and set to “always on top”…then i can have my reference to look at while i sculpt…i usually photoshop the pictures into a long panoramic photo so i can slide the pictures in acdsee…
also i find that getting yourself too involved with running topology before you start sculpting in zbrush will present problems…just do what you need to start sculpting…the first image of hands, i made the mistake of running all the topology before i started sculpting…when i subdivided in zbrush i ran into pinching problems, something im sure all of you have encountered…so to resolve this i just keep the mesh simple and just start sculpting as in the second set of hands…you get a nice, even, and smoother flow to your model…topology can always be redrawn later…you’ll have to watch the zack petroc zbrush dvd to figure it out…ive yet to fool around with the xyzshrinkwrap script zack shows in his dvd, i think this is a great script because it allows the artist to start on a project without worrying about the technicalities…also, i think this way is better because when you redraw your topology you can accurately place your topology to where you want them instead of importing an already laid out mesh and losing its accuracy when you smooth and sculpt in zbrush…well anyhow…hope this helps.
best,
anh
workflow
topology issues
