ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

(vip2019) #1
■ Moving and Posing Figures with Transpose 231

Skin and fat stretches on the
elongated side of the body

Passive leg is up on
balls of the toes

Raised shoulder on passive
side raises arm, counters
weight on opposite side Lower shoulder on side
carrying weight of club
Skin and fat compress
over the raised side of
the pelvis

Weight on this side
pulls shoulder down

Weight-bearing foot is firmly
planted, and hip is raised

Blue line represents
center of balance

Figure 7.9 Important points to note when posing a character


In this section you’ll use the information you have learned about Transpose and topol-
ogy masking to pose a character ZTool. You’ll store this pose in a ZTool layer much like
you stored detail passes in Chapter 4, “ZBrush for Detailing.” This allows you to always
return to the neutral posed version of the character.



  1. Start by loading the demosoldier.ztl file from the
    Lightbox → Tool menu. This is one of the ZTools that
    comes installed with ZBrush. This particular mesh is
    well suited to topology masking because of the edge
    layout. Notice in Figure 7.10 how the arms and legs are
    all composed of repeated rings moving up the length of
    the limb.

  2. With the DemoSoldier open, delete all the subtools except
    the main body. Select Always OK from the pop-up box as
    you delete the subtools.

  3. Divide up to the highest possible subdivision level and cre-
    ate a new layer. Name this layer pose. Remember that lay-
    ers can only be created at one subdivision level, so always
    make them at the highest possible polygon count. Changes
    made at lower subdivision levels will still store in the active
    layer.
    Figure 7.10 Evenly spaced topology rings are
    best suited for the topology-based masking tool.

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