Real clay techniques allow to stick objects and then sculpt on their surface. In zbrush clay brush allow us to stick different objects but it consider not only the fathest point but some inner to. So its behaviour becomes unpredictible.
Maybe Ican tune it to consider only fathest points.
Dynamesh can help in this situation but I’ll lose my subdivision levels and moreover it can’t deal with near and crossed surfaces.
The Clay brush will fill in cavities before building up the surface. The Clay Tubes brush is good out laying out “strips” of buildup along a surface. They are both useful in certain situations.
The Curve Tube Snap brush will lay out literal clay like strips of separate geometry on the surface, that can be absorbed into the main mesh in a re-meshing operation.
Subdivisionlevels can be rebuilt–easier than ever with Zremesher.
There’s more than one way to model. Working from Low to High poly is a traditional modeling outlook. Sculpting on a pliable high poly surface is more of a sculptor’s mindset. Real world sculptors don’t have low poly levels–they learn how to work the clay. Zbrush has the tools for doing that. There are advantages to both ways of working, and Zbrush is incredibly flexible in transferring detail to different meshes and different ways of working.
Did you have a specific question?
Yes, for example I’d like to make a body from different musles(different meshes).I’ll pose it and then I want to add fat and skin.
I should use dynamesh,but it can,t work with crossed and near surfaces.
Or I can sculpt on the different meshes but the behaviour of clay or clay tubes or clay buildup will be unpredictible in this case.
http://www.youtube.com/watch?v=LW3rYlS8X4E
Sometimes it is easier to make something separetly and then not only merge but make a fill of a single mesh.
Ryan Kingslien has a video where he’s sculpting eyelids in a manner very similar to that video you linked using curve tubes:
http://www.youtube.com/watch?v=4BeginrHY6c
I’m not sure what you mean when you say clay tube brush behavior is unpredictable. It behaves consistently, even if you may find the results unsuitable for certain situations.
Dynamesh resolution can be increased to hold finer detail, but you are correct in pointing out there are practical limitations when using it, and it requires discipline in the order in which you approach certain types of sculpting. So perhaps you’ll find Dynamesh is helpful for quickly establishing rough form, medium detail, and fusing meshes, but when you’re ready to move on to fine detail with “near surfaces” like digits, it would be best to use the more accurate Zremesher to establish a newer, accurate base mesh, subdivide, and project the high level sculpting onto it.
If you want to model skin or muscle groups separately, obviously you’ll want to keep them in separate subtools or polygroups. You may find the Subtool Extract function useful.
There are many ways to approach situations in Zbrush, and Zbrush is about giving you the freedom to do so. Many digital sculptors use the clay brushes to great effect while sculpting, so it may be a case of just needing a little more time with them to develop a feel for what is the right tool for the right situation.
If there is a specific question you have, I’d be happy to help if I can. If you just want to complain about the limitations of certain tools, I can’t help you.
My goal is to make different meshes(for example musles) visibly or really the one mesh.
To use zremesher I should first use dynamesh, because zremesher will remesh each mesh(musle) separetely and won’t combine them in the one mesh.
Or I’m mistaken?
Clay brushes consider not only fathest points which we see but inner points of the mesh too .
So my question is - how can I tune this brush to make it consider only fathest points.
Project all function have an option ‘fathest’ .
So the brush may distinguish the fathest points,which we see, from the inner points too.
Ok, thank’s.