Originally Posted by C86G
Zspheres --> rough proportions --> remesh --> some refinement --> retopo
That works very good. So, I think Zspheres are great. Zspheres ae not about topology. Zbrush has other tools for that.
The remesh part doesn't ever work well for me. Fingers always get mutilated.
This is a workflow problem that I haven't solved for myself yet, and something I find frustrating about zbrush sometimes as a newbie. I thought I could get sculpting results with zspheres, but according to you I'd need to retopo anyway with zspheres before I even sculpt anything.
Don't get me wrong, I have just done that workflow for another nonhuman character though (rough form in sculptris> retopo) and I don't have a problem with it. But that's what I was trying to avoid this time because I was under the impression you could use Zspheres as a base mesh, sculpt, and then retopo.
From reading the Scott Spencer human sculpting book as well as plenty of tutorials online I was under the impression that after you set up the Zspheres armature you could use that as a base sculpting mesh. I hope I didn't read it correctly, otherwise it's kind of misleading.
What is a good workflow, then, for getting a good quick basemesh to use for sculpting out a human before you have to worry about any retopology?
I guess starting in sculptris like I did before. But then I don't get to have the usefulness of zspheres in roughing out proportions.
All I want to do was practice anatomy sculpting and improve my art skillz, not start the whole retopo planning phase.