Join Ryan Kittleson for an in-depth discussion in this video Generating the new mesh, part of Digital Creature Creation in ZBrush Photoshop and Maya.
After putting all that work into retopology, we need to check it over to make…sure that it converts to the geometry correctly.…Some problems maybe easier to clean up in Maya, but there are some that are…better dealt with while we are still here in ZBrush.…Now let's see what this new topology looks like in mesh form.…Going to your SubTool Palette and make sure that the ZSphere SubTool is active.…Now let's go down to the Adaptive Skin Palette and I'm just going to hit…Preview, so this is converting all those edges and vertices that we created into new geometry.…
So make it easier to see, let's go back up and hide the original sculpt.…Now let's hit Shift+F to show the Wireframe.…Okay, looks pretty cool.…The Adaptive Skin preview lets us see the mesh with added subdivisions.…Let's go back down to the Adaptive Skin here and change Density to 1, so this is…exactly what we created in our new topology without any added subdivisions.…However, sometimes there are problems with the mesh that aren't apparent at…
- Brainstorming and refining a character concept
- Installing custom brushes
- Optimizing tablet settings
- Posing the ZSpheres in ZBrush
- Sculpting muscles and midsize shapes
- Working with DynaMesh
- Using GoZ between ZBrush and Maya
- Creating topology for animation
- Sculpting fine detail
- Cleaning up a mesh in Maya
- Creating the UV layout
- Lighting and shading
- Painting texture maps
- Posing with Transpose tools in ZBrush
- Batch rendering a turntable animation
Skill Level Intermediate
1. Preparing Your Workspace
2. Designing the Creature
3. Basic Sculpting in ZBrush
4. Basic Modeling in Maya
5. Creating Topology for Animation
6. Creating the UV Layout
7. Creating a Pedestal Environment
8. Lighting and Shading
10. Posing the Model
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