Chapter 6

ZSpheres

opener image

In this chapter, we’ll look at ZBrush’s polygon modelgenerating tool, ZSpheres. ZSpheres are powerful tools for quickly creating base meshes with speed and accuracy, much in the same way you might bend a wire armature upon which to sculpt. You don’t have to painstakingly select and extrude polygon components like faces and edges—instead, you can use ZSpheres, which are based on a chain system of spheres where each link contains certain resolution information that allows you to create accurate topology when used correctly (Figure 6-1). ZSpheres have the added benefit that their topology is extremely well suited to the ZBrush topology masking tools as well as Transpose.

Figure 6-1: A ZSphere body and the resulting polygon mesh.

f0601.tif

We’ll look at some of the new developments with the ZSphere algorithm that have greatly improved the accuracy of the ZSphere mesh. You’ll also learn how to create a full creature sculpt starting with a ZSphere base. Included on the accompanying DVD is a series of videos that show how to take the base ZSphere mesh from this chapter and sculpt it into a highly realistic werewolf!

Given these benefits, it’s only fair to mention a possible drawback of ZSphere modeling: you don’t have the same control over edge placement as you do in traditional polygon modeling. This drawback is nullified, however, when you approach using ZSpheres as a method of building an armature and then use the topology tools to establish a proper layout when your sculpt is completed.

In this chapter, we’ll build a biped body with full hands and feet entirely from ZSpheres. It is my hope that with these tools you’ll gain a level of understanding of ZSphere modeling that will allow you to quickly generate base meshes of any variety and further sculpt them into any kind of character you like.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
18.188.108.54