Author : winged doom


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Chimp's Avatar
Old (#1)
Hello all,

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.



thanks,

Chimp

Last edited by Chimp; 12-06-2011 at 08:52 PM..
Creative Director @ Simian Squared Ltd.
Current project: The Other Brothers
Twitter Simian Squared
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Offline , triangle, 272 Posts, Join Date Nov 2011, Location London  
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cryrid's Avatar
Old (#2)
For pulling out the body, look into Dynamesh tutorials.

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.

Last edited by cryrid; 12-06-2011 at 09:20 PM..
Offline , dedicated polycounter, 1,655 Posts, Join Date Oct 2009, Location Charlottetown  
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Kot_Leopold's Avatar
Old (#3)
There are numerous ways of adding new geometry pieces:

1) Shadowbox


2) ZSpheres


3) Basic primitives

4) ..and meshes created in other apps such as Maya, 3dsMax, Blender, Silo, etc.
Offline , polygon, 665 Posts, Join Date Jul 2011, Location Boise, ID  
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BenHenry's Avatar
Old (#4)
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?
Offline , polygon, 606 Posts, Join Date Nov 2010, Location USA  
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cryrid's Avatar
Old (#5)
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)
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BenHenry's Avatar
Old (#6)
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.
Offline , polygon, 606 Posts, Join Date Nov 2010, Location USA  
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Chimp's Avatar
Old (#7)
wow, thanks guys- really appreciate you going to the trouble to find those tutorials- I'll give em a whirl.
Creative Director @ Simian Squared Ltd.
Current project: The Other Brothers
Twitter Simian Squared
My last title (Physynth)
Offline , triangle, 272 Posts, Join Date Nov 2011, Location London  
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