ZBrushCore generates a usable mesh out of the ZSpheres, but the shape is almost identical to the ZSpheres structure. Learn to make use of some of the brushes in ZBrushCore to refine the volumes in your base mesh before sculpting details.
- [Instructor] It took us awhile but we're finally here.…Here's where the real fun part begins.…We have our base mesh ready to go…and we can start using all the brushes…to sculpt our creature.…There are a couple of things that we can do…to make our life easier before we start moving things…and pushing geometry here and there.…So the first thing is to make sure that…our mesh is symmetrical.…Because the adaptive scheme won't be…100% accurate in that regard.…So if I zoom in here a little bit,…you can see the center line is not exactly straight.…But this is a very easy fix.…So let's go ahead and open up the geometry sub pallet…and expand the modify topology option…and here we have the mirror and weld button…and the button has these little letters…at the top right, x, y, and zed.…
Make sure that the x is indicated with this wide column,…the reason why is because this is the axis…that corresponds to the direction…that we want to mirror our mesh on.…Okay so let's go ahead and click on it once.…And out symmetry problem is fixed.…
This course was created by ZBrushGuides. We are honored to host this training in our library.
- Loading projects and templates
- Importing reference images
- Creating an armature
- Working with Adaptive Skin
- Using brushes
- Extracting mesh
- Using custom alphas
- Modeling with primitives
- Texturing with Polypaint
Skill Level Beginner
1. User Interface
2. Getting Started
3. Approaching Sculpting
4. Refining the Sculpture
Deformation palette2m 27s
6. Polypaint and Rendering
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