View Full Version : Zbrush and character modelling.
12-06-2011, 08:48 PM
Tonight I've been doing some character modelling, I ended up sketching out a bust of one of my characters, my question is this:
How do I now pull out the rest of his body? I don't really understand zbrush well enough yet to see how i can create additional geometry. like a body 'block' i can sculpt from. it feels like i am trapped with only one chunk of clay.
In the same light, how would i add a new blob for say, a prop or a hat or something.
12-06-2011, 09:11 PM
For pulling out the body, look into Dynamesh tutorials.
ZBrush 4R2 Tip # 1: DynaMesh / Remesh - YouTube
For props, you could used the Tools >> Subtools palette to insert and append new polymeshes as subtools. This can include imported basemesh OBJs if you have another 3d application at your disposal, or shapes created with Shadowbox or Zspheres (which would probably be a good route to go if you were thinking of making a full body). I'll try to hunt down some better videos covering those things.
12-06-2011, 09:22 PM
There are numerous ways of adding new geometry pieces:
ZBrush 4 - ShadowBox Basics - YouTube
ZBrush ZSphere basic modeling tutorial - YouTube
3) Basic primitives
4) ..and meshes created in other apps such as Maya, 3dsMax, Blender, Silo, etc.
12-07-2011, 02:05 PM
Great questions, but I also have one to add.
So I have a head sculpt, and a body sculpt, but they are 2 different models, is there a way I could merge them?
12-07-2011, 03:35 PM
If the details are low, merge them into one tool and use dynamesh, then smooth where they connect. Otherwise, You'll probably have to manually retopologize them (either in zbrush, or externally)
12-07-2011, 04:36 PM
Crud, I really didn't think about my process before jumping in. I've got a finished head sculpt with a decent amount of detail, I'll go with the manual re-topology.
12-07-2011, 05:37 PM
wow, thanks guys- really appreciate you going to the trouble to find those tutorials- I'll give em a whirl.
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