ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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■ Using the Topology Tools 239

It is possible to use the Topology tools over multiple subtools. Simply import a ZSphere
as a subtool and click Tool → Topology → Edit Topology while the ZSphere is selected.
You can then draw topology over multiple subtools. In this method you cannot use auto-
matic projection—you will need to merge the subtools at a later time and use the Project
All feature to capture the details of the combined subtools.


  1. Under the main Tool menu, click the Topology
    menu to unroll it (Figure 7.27). Click the Edit
    Topology button. The ZSphere will now disap-
    pear and the head will be visible. There is a small
    red circle in the center of the head (Figure 7.28);
    this is the root ZSphere (Figure 7.29).


When drawing topology, make sure the root
ZSphere is not selected. After each face is drawn,
double-click on the background to make sure the
root sphere is not selected. Failing to do this can
create floating faces and other random geometry
that connects to the center of the model.


  1. Change to the Fast Shader and raise the Ambient
    modifier under Material to get rid of shadows
    to make it easier to see the edges as you draw
    them. Turn on X Symmetry and start to trace
    the topology drawn on the model. Draw a four-
    sided face and double-click off the model surface
    (Figure 7.30).

  2. Continue drawing from one of the previously
    placed points. These points are actually ZSpheres.
    While drawing topology, click the A button to
    preview the mesh you are creating. Click A often
    so you can catch mistakes early (Figure 7.31). The
    A button is the same Adaptive Skin Preview used
    in ZSphere modeling. You can adjust the resolu-
    tion of the preview mesh under Tool → Adaptive
    Skin → Density (Figure 7.32). This will be an
    important setting when you are ready to project
    the detail from the original ZTool.

  3. Continue to trace the polypaint plan layout, and
    check the Adaptive Skin Preview often. The best
    method I have found is to draw single quads, grad-
    ually building up the surface. If you try to connect
    too many faces at once, you will sometimes link
    to the wrong ZSphere, causing problems when
    generating a polymesh later (Figure 7.33). You can
    use Move mode (the W key) to move points on the
    surface to even them out.


Figure 7.27 The
Topology menu

Figure 7.28 When edit topology is active, the root ZSphere
disappears and the ZTool is ready to accept new topology.

Figure 7.29 The root ZSphere appears as a red circle; make
sure you deselect it or your topology could have problems.
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