ZBrushCentral

Building a base mesh

Hey everyone, I’ve got a couple questions maybe you can help me out with. I’ve taken a break from sculpting a bit, trying to go back and learn some Max, and some better topology lessons. I’m working now on creating meshes entirely in Zbrush. Even with Polyboost, Max just doesn’t allow you to sketch out meshes so quickly.

I’ve had some moderate success with this, but of course nothing is perfect. One thing I have noticed, is that many many artists model the head and the body seperately. In the recent interview with Solidsnake, he modeled the Head from a polysphere, and the body from Zspheres.

How is this benificial versus doing it all in Zspheres, and how do you attach the head to the body afterwards? Would this be benficial to do hands and feet seperate too?

Thanks in advance guys!

Cheers,
cemond

Modeling the head (or hands n feet) separately allow you to concentrate on the form of that one object. You’re not being influenced by the other pieces of the “puzzle”. When you’re trying to create something unique or original I find it helps to start with a blank slate. If I want to do an alien and I start from a human head…it ends up looking like a human head. My brain just sees the human head so my hand sculpts the human head. If I start with a ball of clay my imagination can run with it. I’m looking for form out of nothing, rather than trying to alter a form to fit something else.

You can model the head with Zspheres and get a basic polyflow down from the start if you choose…but chances are you’re going to have to retopo at some point anyway. So you can model from a polysphere/cube and get the form and feel for the character at rather low polycounts and by that time you basically know what the character is going to be and then retopo to get a better polyflow and to build topo where you need it.

Having the tools split allows you to work at much higher poly counts than having the head, hands, feet…etc all in the same tool. That is one great reason to model things separately.

To attach the two meshes you either need to create a new mesh (retopo) and then project the two tools together. You will lose some detail in the process…but at 16million you’re not losing too awful much. You can also mesh insert the two meshes together and then blend them seamlessly. It all depends on your workflow.

Also, having natural seems in a character is very helpful. A watch, a belt, boots, pants, any kind of change in a material will allow you to break the object there and not worry about a seem in the normals (if you’re doing low poly work) because there will naturally be a seem on that area anyway.

Hope this helps.

This definitely help same Goast, thanks very much for taking the time to help me out.

I can definitely understand the advantage especially for a head. I’ve always preferred starting busts from a Polysphere anyways, so if I can sculpt away, and get a feel for my character, and attach a body later, I’m all for it.

Thanks!

I definitely wouldn’t start with all separate pieces. That’s what I did, and it’s been an eyes open nightmare piecing it all together. Eventually, I just remodeled the low level all in maya. Sounds painful, but it went very fast with the highe res joined mesh to go on.

I also would not use zspheres. I am tempted to simply say they suck, but I can see how they’d be of help for something with a million parts to it. For a character, though, why bother? It was a lot, I mean a lot of work, and ultimately the base mesh you get is utter crap anyway. Not just that you have to redo it for later, but it is going to have a lot of polies in areas like the hands. If you have machine that is not bleeding edge this is a serious issue.

If I had to do it over again, I’d just make a stick man in maya and work from there. It would have taken about 100th the time (not hyperbole) than doing it the way I did it. Just mask off the areas you don’t want to work on. If you have them in separate pieces after you put them together it can be a lot of work to make them look right.

As for the base predisposing you, I think that’s not a big issue unless your base is detailed. If it is a stick figure and you work your way up from the low levels to the high and work on the basic form fromt he start you are not likely to fall into that trap.