ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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240 chapter 7 ■ Transpose, ZSphere Rigging, Retopology, and Mesh Extraction


Figure 7.34 shows the completed retopology. At this point you are ready to cre-
ate an adaptive skin. If you want a quad mesh without the ZTool detail, all you need
to do is click Tool → Adaptive Skin → Make Adaptive Skin.


  1. For this example, you want to retain the sculpted details of the original ZTool with
    the new topology as level 1. To do this, choose Tool → Projection. Turn on Projection
    under the Tool → Projection menu, and under Tool → Adaptive Skin, raise the Density
    slider to 6. This represents the number of subdivision levels the resulting ZTool will
    have. If there are not enough, then all the detail will not be apparent.

  2. Click the Make Adaptive Skin button. The new ZTool will generate and load into the
    Tool menu. Select it and save. Figure 7.35 shows the topology with detail reprojected.
    Notice that the color transfers as well as the sculpted details.


If at any point you want to save your retopology and return to it at a later date, save it as
you would any other subtool under Tool → Save As. When the tool is loaded later, draw
it on the canvas and enter Edit mode. Select Tool → Topology and turn Edit Topology on.
This will enable you to continue to draw and delete points on the surface.

Figure 7.34 A completed retopology. Note that when you project the detail from the polypainted
ZTool to the new head the color will transfer as well. This is a valuable feature when transferring
details from a finished character to a new mesh.

Figure 7.30 Drawing quads over the template Figure 7.31 A preview adaptive skin

Figure 7.32 The
Density slider
in the Adaptive
Skin menu
allows you to
increase the reso-
lution of your
preview mesh
and ultimately
the ZTool you
generate.


Figure 7.33
A mislinked
ZSphere quad
chain

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