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Old 12-30-2012, 03:09 PM   #1
New Member
Sydney, Australia
Join Date: Jun 2011
Posts: 1
ZSphere Character Workflow Help

Hi guys!

So I've been trying to practice making characters entirely in Zbrush lately to help me out for when I start up my new job.
The thing is, I'm used to always starting a base mesh in Maya...I like to get my topology down straight off the bat.
But for my new job, I don't do the topology and I pretty much just work in Zbrush the whole time so I've been experimenting with Zspheres.

I really like Zspheres over Dynamesh cos' I feel like you can get your form out pretty quick.
The problem I'm having though is when I'm making it, I put extra spheres on the fingers so that I can pose them I end up with a lot more polys on the fingers than the rest of the body.
This becomes a problem for when I want to add more detail to the face because I'm having to subdivide but I don't need more polygons on the fingers, just the face...and after a while I can't go up any further because of the poly count.

So my question is, if you use Zspheres as a workflow for your characters how do you deal with this? Or would I be better off using Dynamesh?

Copypasta from: http://forum.********.com/f32/zsphe.../#ixzz2GY3FnRl9
Old 01-13-2013, 03:30 AM   #2
informerman's Avatar
dallas, USA
Join Date: Dec 2011
Posts: 934
if you want more poly in just the face, freeze your subdivision
then mask then invert mask then subdivide it then un freeze
Old 01-13-2013, 03:30 AM   #3
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