TUTORIALS |Sculpting in ZBrush
First, create a low-resolution ‘block’ mesh of theharacter in your preferred poly modelling package:I’m using
Working in this way has threeadvantages. First, it enables you to check that the scale iscorrect. Second, you can build the mesh in separate sections.Third, it gives you the freedom to change proportions oradjust the placement of any form you later reﬁne in
.Combine your poly groups into one mesh and exportas a single OBJ ﬁle. Import this low-res mesh into
. The only interface setting you’ll need toadjust is Mouse Avg, under Stroke. Set this to 4 to keep yourbrush strokes from skipping across the surface. Also, click theAuto Groups button under Tool > Polygroups. This enablesyou to view, hide and mask individual objects in your sculpt.
STAGE ONE |
Creating and using a low-res mesh
nce I have a rough idea of the character’spersonality, I create a handful of quick sketches.Depending on the amount of time available, Iexplore elements such as muscle tone, facial features,expression, proportion, costume and props. If I’m alsodoing the design sculpt, I tend to keep my sketches moresuggestive, like the ones shown here.
Export your mesh from
at its lowest levelof division, import into
and try re-posing yourcharacter. When you’re happy, re-import it into
. You’ll still be able to step up and down through thedivision levels. My low-res mesh can be found on the CD asan OBJ ﬁle. If you’re using the demo of
, you’ll need toload in the ﬁrst ZTL ﬁle instead (see page 114).
o help acquaint yourself with the potential of thisorkﬂow, hide individual sections of the modelby double-clicking on them. You can now exploremasking and try moving individual parts. (More informationabout the
interface can be found in the videotutorials on the CD.) One common use of this technique is tomask the eyes so you can sculpt facial details around them.
Explore taking your mesh from
andback again. When importing a mesh back into
et Create Multiple Objects to ‘False’ under .objImport Options or your point order will change. Don’t performny actions that will change your mesh’s point order or iton’t function properly in
. We’ll explore the beneﬁtsf transferring your mesh between the two packages later.
You can also add elements to your mesh after it hasbeen subdivided in
. If your
mesh wasivided three times, divide the object you want todd in
three times as well. Combine the objects intone mesh in
and use Reconstructubdiv Surface under the Tool > Geometry tab. You’ll now beble to step up and down through division levels.