tikittTo put it very simply, Zbrush is a digital sculpting tool. You can create 3D models through a process that feels a lot more like working with real clay than polygons. But you can also use Zbrush to illustrate, texture, retopologise, and more.
As I’ve been working with Zbrush, I’ve come to realise that it’s a very powerful piece of software. You can really get a lot out of it once you learn how to navigate all the menus. Naturally, there are a lot.
At this point in time, I think that modelling is what I would like to specialise in, and Zbrush is a great tool for that.
In this blog, I’ll be giving a rundown on the workflow I’ve figured out so far. There is a lot to cover, but at this stage I’m mainly going to talk about the sculpting process. I’ll likely cover ZRemesher for retopo in a later post.
For my current project, I started off with Zspheres. These are useful as hell. The best way for me to explain these is that they are are similar to a wireframe for clay sculpting. They offer a base for detailed sculpting.
The process is pretty simple. Once one Zsphere is created, you just click and drag to make more from that origin. You can also preview your mesh at any time by pressing A.
The easy way for me to understand it is like the construction of a ball jointed doll.
Here’s a doll body next to the Zsphere body I made.
Dollfie Dream doll bodies sourced from Plastikitty.
It’s at least a little similar... Right...?
At this point, the models can often look a bit goofy. The main thing here is not really looks as it is proportions and structure.
At this stage, I had to make sure I was certain I wanted to move onto the sculpting phase. Once you convert this to a polymesh, there’s no going back.
For me, the result was this.
Now I had polygons to work with! Yay!
For me, it’s now onto the really fun bit: Details.
I don’t really have a set way of sculpting (not sure if any artist has a real formula for this), it’s more just playing with the tools and finding out what gets me the correct result.
Another helpful thing to do is separate areas of the mesh using polygroups. I made sure to do this as I started sculpting so that when I needed to remesh what I was working on, it didn’t affect the rest of the model.
Remeshing is yet another thing to explain.
Sculpting in Zbrush is basically just pushing around polygons and their vertices. Particularly when using tools like the move brush, this can cause really ugly stuff.
Now you can use the Dynamesh tool to fix this, but in my case that caused issues around the edges of the model. Instead, I used the auto ZRemesher tool.
One click later, the mesh doesn’t look as terrible. It’s very useful when you work heavily on a particular area and need the polygons to be redistributed evenly across the area.
Right now, I am working on the head for my character. A very useful tool here was the insert sphere brush. I needed eyes to sculpt the face around, and another one-click-solved issue.
Here is my progress so far. I’ve mainly been using the clay buildup, smooth, and move brushes to get this general shape. It’s now onto experimenting with other tools in order to get finer detail for the fur.
These are the basics I’ve learnt so far. I’ll likely do another blog or two when I’ve gotten a good understanding of more advanced sculpting and manual use of the ZRemesher tool!
Edit: Also, a really good tutorial I’ve been following in regards to getting used to ZBrush is this: