34 chapter 2 ■ Sculpting in ZBrush
primitive helps to illustrate how topology in ZBrush is not a major concern, provided that
the polygon count of your base model is low enough that it can be subdivided to the maxi-
mum level. The higher your subdivision levels, the more polygons you will have to push and
pull into the shapes you need. Please see the accompanying DVD for a video of the head
sculpture from this chapter. You will also find a bonus DVD of an alien sculpture that was
created from a ZBrush primitive sphere.
At this time I’d like to introduce you to the concept of multiresolution editing. Multi-
resolution editing means that changes you make at level 1 on a ZTool telegraph all the way
up to the highest subdivision level; changes at the high levels are telegraphed down to
level 1 (Figure 2.1).
Because of this interaction between subdivision levels, when the artist works at the
lowest possible level, any forms made will translate to the higher levels. This workflow helps
reinforce the “big shapes to smaller details” we discussed in Chapter 1, “Sculpting, from
Traditional to Digital.” When you create the big shapes first and work down to the details,
your sculpture maintains a solid sense of form. By working at lower subdivision levels, you
won’t deal with enough geometry to become lost in details. This ensures that you focus on
big shapes first and then add details as you begin to subdivide. This is the process we used in
Chapter 1 for the lion head. This kind of approach also helps create a smooth and organic
surface without the “lumpiness” seen in some ZBrush models.
Although it is desirable to work at the lowest possible subdivision level for the form you
are creating, some ZBrush brushes work differently at the higher subdivision levels. The Rake
and Clay brushes, for example, are more effective at the higher subdivision levels. The kind of
form that these brushes build is rough, so the focus is still on building basic large shapes first
and then working down to the details. This process is closer to sculpting in actual clay, as you
use larger rakes and broad strokes to create base forms and then refine them with tighter and
smaller strokes until the surface is smoothed and finished. This latter process is the one we’ll
use for the human head sketch in this chapter. I use a combination of both working on the
Figure 2.1 The werewolf head on the left was altered with the Move tool at level 1. Stepping up to level 3, the changes
are telegraphed through each subdivision level and affect each one.