When I’m modelling in other packages, I can quickly set up two planes in a setup that looks like a plus symbol (+) and drop, for instance, a frontal and profile schematic view or a photo.
It’s often used for modelling someone’s head.
The way I understand it, in ZBrush, tools you’re not using get dropped to the canvas… So that means that you can’t spin the world around to properly view everything like you would in a full blown modelling program like 3dsmax, or Maya.
I would like to try working completely in ZBrush, instead of using it as a refinement tool. Currently, for example, when I’m creating a head, I’ll model it in another application, and then once it’s to a certain point, drop it into ZBrush so I can refine everything.
Making people in ZBrush is extremely quick, and you can get a very realistic looking person in a couple of hours (or maybe quicker if you’re a true maven at ZBrush like some I’ve seen here.) but it won’t necessarily look identical to the person you’re trying to make.
Is it possible in ZBrush to have some sort of a reference image that will act as a live tool acts, while you’re using other tools and editing on other surfaces?
Oh, also… Is there a translucent shader in ZBrush that doesn’t refract the background like glass would? (Edit: I’d just like to drop the opacity of the working polymesh so I can see the reference behind it.)
I know I could probably drop a couple of planes on the canvas and texture them with whatever reference I need, and then later move the active model back and forth to overlap everything, but for workflow’s sake, I was hoping that there is something easier, and more accurate. Perhaps Aurick can shed some light?