I was wondering if it were possible to raise the point count or detail when converting from a Zsphere Sketch over to the tool to be sculpted? A good example would be under the light box, either the “Critter” or “Ride” Zsketches. If you look close near either ones head there are antenna or loops that once converted to the sculpting tool disappear into the mesh. Is there any way to retain such detail?
Stuff like fingers and antennae, that are giving you problems when skinning your zsketch can be helped by creating a proper zsphere armature that “fills up” those areas, allowing the zsketch to have something to support it when you create a skin. This helps the unified skin process create a better skin that more closely resembles your zsketch. Just create some armature supporting zspheres coming from your original zsphere you started to zsketch over, and extend those zspheres out to the problem areas, making sure you fill up the areas that are collapsing.
You should get better results in your final skin by tackling your workflow this way. Just keep in mind the idea that you want to have a decent “under-structure” of zspheres to support the skinning process of your final skin. Don’t neglect to create a proper working support armature out of zspheres for areas like fingers and spikey bits that will have some trouble when it comes time to make a skin from your zsketch.
Thanks for the advice! I will give it a try. =)