238 chapter 7 ■ Transpose, ZSphere Rigging, Retopology, and Mesh Extraction
When drawing complex areas like the ear, switch to red. Drawing these edges in red
makes them easier to spot in tight areas. When planning the topology, try to keep all
faces as quads or triangles. ZBrush will not make a face with more than four sides; it will
instead create a hole in the mesh.
When planning the edge flow
for an animation mesh, keep in
mind how the character will move.
The areas on a face that are the most
mobile are the eyes and mouth, so
these areas are edge loops to allow
a more natural movement from the
face. Many schools of thought exist
on proper topology for a face and
body, and most studios or setup art-
ists have their own preference. The
best way to learn about topology is
to look at the meshes of others and experiment building your own. Gnomonology (www.the
gnomonworkshop.com) has animation meshes available for purchase, and many online forums
offer free samples. Sculpting facial animation targets and applying them in Maya will help illus-
trate what kinds of topology work best. Just like with sculpting, experience is key to getting a
handle on this discipline.
Using the Topology Tools
Now that we have the topology planned out in the form of a polypainted template, we are
ready to start using the ZBrush Topology tools. The Topology tools are based on ZSphere
chains, so we’ll start by creating a ZSphere as the root. Follow these steps to rebuild the
topology on a character head:
- Drop any tools and clear the canvas. Make sure that the head ZTool with the polypaint
topology is loaded in the Tool menu but not active on the canvas. From the main Tool
menu select a ZSphere. Draw a single sphere on the canvas and enter Edit mode. - This sphere will be the root of your topology
chain. You’ll link this sphere to the mesh you
want to use as the base for your retopology.
With the ZSphere on the canvas in Edit mode,
open the main Tool menu and dock it to the
side screen by clicking the Radial button. - Scroll to the bottom of the Tool menu and you
will find the Rigging menu (Figure 7.25). Click
Rigging to expand this menu. Click the Select
Mesh button to open the Tool palette; from
there, select the head ZTool. This will link the
head tool to the root ZSphere and specify it as
the base for your topology tools (Figure 7.26).
Figure 7.24 Topology sketched in
Figure 7.25 The
Rigging menu is
where you load
the ZTool for
retopology.
Figure 7.26 The head ZTool is placed
in the same world space as the root
ZSphere.