

Create a new ZSphere originating at the chin. Move the ZSpheres to represent the fingers as shown in the figure (Fig.04).īy adding a few more ZSpheres we will add density and correct the topology in some specific points. This will create a ZSphere of the same size as the one in which you have clicked. Click and drag on top of the origin of each finger and press Shift. Make sure those ZSpheres are not too big, leaving some space between them. Click and drag on the ZSphere representing the hand to create the origin of the fingers and thumb. Add one ZSphere at the thigh and two at the lower leg to define the calves. Add one more right below the wrist to give more detail to that area. Please have a look at Fig.03 to add the following ZSpheres: - Add two more ZSpheres at the head area, one ZSphere at the neck, one ZSphere right below the shoulder to define the deltoids, one at the middle of the upper arm for the triceps, one at the forearm to define its shape. Press A again to go back to the ZSpheres.
#ZBRUSH ZSPHERE HUMAN SKIN#
You can press the A key anytime to view the Adaptive Skin mesh that will result from the ZSpheres. Let's add a few more ZSpheres to those chains to create a bit of a natural curve in the arms and legs. Create a new ZSphere originating at the bottom of the leg to create the feet. Do the same to create the elbow, wrist, chest and chin. Click in the middle of the leg to create the knee. Keep changing the point of view to make sure that the ZSpheres are well positioned in space (Fig.03). If you click in the middle of a chain of ZSpheres while in Draw mode, a new ZSphere will be created at that point. From the shoulders, neck and hip create the head, arms and legs (as in Fig.02). Create new ZSpheres from the bottom ZSphere to create the origin of the legs. Create new ZSpheres from the top ZSphere to create the shoulders and neck. We will keep using this procedure to create a stick figure. We have just created the center of the body. Now change to Draw mode (press Q) and repeat the same procedure to create a new ZSphere below the original ZSphere. You can also scale the ZSphere by changing to Scale mode (press E) and dragging on the ZSphere. Change to Move mode (press W), click and drag on the new sphere to move it up. Click in the center (green cursor) on the top of the ZSphere and drag to create a new ZSphere. However, if you place the cursor at the center of the ZSphere a little green circle will show, meaning that a single ZSphere will grow from there as we are at the mirror plane. That is where the new ZSpheres will grow from symmetrically (Fig.02). When you put the cursor on top of the ZSphere, two little red circles will show up. This is a good procedure when working with ZSpheres, because the Draw Size will determine the area affected by your strokes and we will need to move nodes most of the time. Press the Edit button at the top bar (or press T) - Press S and reduce the Draw Size to 0. Press shift while dragging to make it perfectly horizontal. Click and drag to create the ZSphere in the center of the screen. We could have started by creating the ZSpheres' skeleton in a pose, but we want to take advantage of editing the character symmetrically to work faster.

ZSpheres allow you to block in a concept very quickly because they give you a very clear idea of the volume and you can manipulate the spheres like a skeleton by rotating around the joints (Fig.01). Let's start by building the structure of our character.
#ZBRUSH ZSPHERE HUMAN SOFTWARE#
Also, during the writing of the article ZBrush 4 has been released, so we will use this software in order to benefit from some of its new features. This time we will assume that you have acquired those skills and only new techniques will be detailed. In the first tutorial we followed a very detailed step-by-step approach. The character starts skinny and becomes buffed up and more angular. With this approach, we can easily modify the character as we explore its proportions and incorporate new ideas along the way. During this chapter you will notice that the character will be changing. In this tutorial we will follow a different path, exploring the power of ZSpheres to reach a 3D concept quickly. In the previous tutorial we used the method of sketching an idea in 2D, creating a low polygon topological base in 3ds Max, and then exporting it to ZBrush to establish proportions and detail. The same is true about character creation. As in the previous tutorial (The Boxing Kangaroo), we will develop the character concept during the modeling process. Welcome to the second part of the stylized character series, this time dedicated to the creation of a human character.
