Datasheet
■ Creating a Base Sculpting Mesh 27
ZSpheres have the benefit of being a fast and efficient method of creating your base
mesh. They are easy to create, faster than polygon modeling, and they will automatically
polygroup the model into logical sections. ZSpheres are also easier to re-pose and adjust
than a polygon mesh in Maya. Things like fingers and toes are far easier to create with
ZSphere chains than standard polygon extrusion.
The drawback to ZSpheres is that they can be limiting when you are trying to exert
more specific control over edge placement. In our example this is apparent where the legs
meet the torso. In the Maya model we have the ability to create a more even transition
of edges from the trunk into the legs, while the ZBrush model simply splits into two legs
extruded from the body. Both will work fine for sculpting, but as you start building more
characters and sculpting in ZBrush, you will discover the kind of base model you prefer to
work with.
For this section we will use the head measure guide as a subtool to help us place the
ZSpheres and create a figure in the correct general proportion. Each line represents a head
measure on an eight-head tall figure. The first set of lines represents the head itself. Each
mark down represents one more head measure. The shorter line between the first and sec-
ond head measures marks the point of the shoulders on the figure.
1. From the Tool menu load the
measureguides.ztlZTool. We will use this model as a
guide to help keep the figure’s basic proportions in line. Each line represents a head
measure from the floor to eight heads tall. The smaller line represents the level of the
shoulders (Figure 1.53).
1
2
3
4
5
6
7
8
Shoulders
Figure 1.53 The head measure guide tool
50260c01.indd 27 11/9/09 10:41:38 PM