Splitting up the model is a good way to keep independent resolutions for different parts of the character. You probably want to have more resolution for details in the head than in the feet, so this video shows how to split up the model into multiple subtools.
- [Instructor] Now that we know about dynamesh, sub tools…and masking projects, let's dive back into our project…and start splitting up the model into parts.…We're going to separate the head, the torso,…the arms, and the legs into multiple sub tools.…This is not necessarily a workflow you have to follow.…You can keep sculpting as one mesh.…But the advantages of having separate sub tools…is that we can work faster because each sub tool…can have an independent resolution.…For instance, if we want to add more details…around the face, we don't have to increase…the volume count to the entire model.…We just simply need to do it to the head.…
Let's first make sure we're in the right sub tool…by selecting the body.…Now let's go ahead and access the selection tool…by holding Shift + Control.…Now let's click on the stroke thumbnail…which is this one right here.…This will give us some more options,…and we can change the selection square for the lasso.…This is my preference when I'm splitting a model…because it gives me more control over the exact area…
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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