Tag: topology
Building a Base Mesh pt 3: Box-modelling a foot in Silo
Part three of Building a base mesh series. I use two boxes to model a foot and…
Another sculpt in p3d.in
Here is another sculpt stored in p3d.in. I used Decimation Master in ZBrush to reduce the file…
Treat ZBrush like clay
Using clay sculpting techniques for ZBrush
Turn ZBrush 3D Layers into Blender Shape Keys
In ZBrush tools can’t be retopologized without destroying existing 3D layers. In Blender, objects can be retopologized and existing Shape keys will be altered accordingly. The altered base object and its shape keys can then be reimported into ZBrush. The conversion is tedious work.
Same Base, Different Face
Here is a visual demonstration of what a good base mesh can be. All the faces in this article were built off the same base mesh, which can be downloaded at the end of this article.
Making All Quad Meshes
Quad meshes are ideal for digital sculpting and 3d animation. Sculpting on a mesh with a mixture of quads and non quads can result in pinching and sharp angles in unwanted areas. Here I present some cases where polygons can be converted into quads.
Base Mesh Camp for ZBrush 4
Topology matters.
When building 3d models I’ve seen time and time again that topology can affect how a model bends, how it looks in certain lighting and even how well it can be morphed.
ZBrush 4R2 – DynaMesh: Bye bye manual retopology?
DynaMesh is a new feature Of ZBrush 4 release 2 that allows the user to add to a mesh while at the same time maintaining an evenly distributed topology! What is even better about DynaMesh is that the new topology is mostly made of quads, making it easier to sculpt in ZBrush and animate in other 3D apps.