ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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218 chapter 6 ■ ZSpheres


Mc off Mc on

Figure 6.34 The effect of Minimal Skin To Child on the intersections of the mesh

You’ll see a difference between the two skinning
methods in how closely the mesh follows the volume of
the ZSpheres. You’ll also see differences in how hands,
feet, and faces are created. Figure 6.36 shows the same
ZSphere mesh under both skinning approaches. Notice
how the facial edge loops are different between Classic and
ZSpheres2 skinning. We’ll look at the facial edge loops in
more detail next.
Finally, there is the Make Adaptive Skin button

. When clicked, this button cre-
ates an adaptive skin from the ZSphere chain based on
the Adaptive Skin settings. This new mesh is stored in the
Tool menu, where you can select it and sculpt on it. Before
you start sculpting your ZSphere base mesh into a charac-
ter, you must convert it to an adaptive skin using this but-
ton. Table 6.1 shows the options under Adaptive Skin.


Figure 6.32 The fingers do not flow correctly
into the arm mesh under Classic Skinning if
Ires isn’t set correctly.

Figure 6.33 Setting Ires to 3 corrects the issue
with the finger resolution.

Mp off

This edge disappears when Mp is on, but the
transition into the wrist is more continuous

Mp on

Figure 6.35 Minimal Skin To Parent can create a
smoother transition into the wrist while removing
the influence of the parent ZSphere on the topology.

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