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Sculpting in ZBrush Made Simple

You're reading from  Sculpting in ZBrush Made Simple

Product type Book
Published in Mar 2024
Publisher Packt
ISBN-13 9781803235769
Pages 508 pages
Edition 1st Edition
Author (1):
Lukas Kutschera Lukas Kutschera
Profile icon Lukas Kutschera

Table of Contents (19) Chapters

Preface 1. Part 1: The Adventure Begins: Sculpting in ZBrush
2. Chapter 1: Getting Started with ZBrush 3. Chapter 2: Sculpting a Demon Bust with DynaMesh 4. Chapter 3: Exploring the Gizmo, PolyGroups, and Masking 5. Chapter 4: Exploring Brushes and Alphas 6. Chapter 5: Creating an Optimized Mesh Using ZRemesher and ZProject 7. Chapter 6: Texturing Your Sculpture with Materials, Polypaint, and UVs 8. Chapter 7: Lighting and Rendering Your Model 9. Part 2: Creating Characters from Scratch: A Comprehensive Guide
10. Chapter 8: Sculpting Human Anatomy 11. Chapter 9: Creating Costumes, Armor, and Accessories with Classic Modeling Techniques 12. Chapter 10: Preparing and Exporting Our Model for 3D Printing 13. Part 3: Sculpting a Female Head: Tips and Techniques
14. Chapter 11: Sculpting a Female Head 15. Chapter 12: Adding Skin Detail, Sculpting Hair, and Using FiberMesh 16. Chapter 13: Building a Portfolio and Leveraging Social Media 17. Index 18. Other Books You May Enjoy

Creating new topology with ZRemesher

Just like how DynaMesh produces new topology, so does ZRemesher. However, unlike DynaMesh, ZRemeshing will not close holes in the model or merge close vertices. Rather, it tries to capture an existing shape as closely as possible using a polycount that is determined in its settings.

Before we examine the settings of ZRemesher and what they do, it is useful to know what proper topology looks like so you can judge the results. Proper topology refers to a type of topology that allows the animator to create animations and at the same time gives the modeler something optimized to work with. We will look at proper topology in relation to facial animations.

Important note

Make sure to duplicate your demon sculpt because you will need the original DynaMesh sculpt later to transfer its detail to your duplicated mesh.

Facial topology

Facial topology is the edge flow on the face, which must support the movement of facial muscles and the expressions...

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