Wiley 978-0-470-45026-0 Datasheet Page 38

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What’s Next? 37
For more information about using ZSpheres, see ZBrush Character Creation.
See the video for this lesson on the DVD for a complete walk-through of this process.
This represents the most basic form on which to start sculpting. It doesn’t look special now,
but it will be very useful to us since our base is built with accurate proportions in mind.
What’s Next?
In the next chapter we will discuss sculpting silhouettes, planes, and plane breaks. By look-
ing at the gure in terms of its external profiles, we can establish important landmarks
without being distracted by too much detail too early. We can also take this opportunity
to strengthen the gesture and rhythm of our figure.
ZSketching
ZBrush also includes a new ZSphere based mesh tool called ZSketching. While this is a unique
and powerful tool for generating models with a medium level of surface form quickly, I do not
use it in this chapter to generate the sculpting model. This is because the tool is stroke based
and lends itself to a more involved process of building up muscle forms with strokes rather than
generating a quick and simple gesture figure. ZSketching also requires you take extra steps to
generate an Adaptive Skin with multiple subdivision levels. I feel that we will learn more in the
next two sections by sculpting our shapes directly in the simple block in mesh. ZSpheres and
Polygons lend themselves to forcing you to think in very simple global terms about the overall
gesture and proportion of the figure. If you would like to take a more stroke-based approach to
creating an ecorche base mesh, I recommend checking out the videos on ZSketching available
from
www.pixologic.com.
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