ZSpheres
In this chapter, we’ll look at ZBrush’s polygon model–
generating tool, ZSpheres. ZSpheres are powerful tools for quickly creating base
meshes with speed and accuracy, much in the same way you might bend a wire
armature upon which to sculpt. You don’t have to painstakingly select and extrude
polygon components like faces and edges—instead, you can use ZSpheres, which
are based on a chain system of spheres where each link contains certain resolution
information that allows you to create accurate topology when used correctly
(Figure 6.1). ZSpheres have the added benefit that their topology is extremely well
suited to the ZBrush topology masking tools as well as Transpose.
We’ll look at some of the new developments with the ZSphere algorithm
that have greatly improved the accuracy of the ZSphere mesh. You’ll also learn
how to create a full creature sculpt starting with a ZSphere base. Included on the
accompanying DVD is a series of videos that show how to take the base ZSphere
mesh from this chapter and sculpt it into a highly realistic werewolf!
Given these benefits, it’s only fair to mention a possible drawback of
ZSphere modeling: you don’t have the same control over edge placement as you
do in traditional polygon modeling. This drawback is nullified, however, when
you approach using ZSpheres as a method of building an armature and then use
the topology tools to establish a proper layout when your sculpt is completed.
In this chapter, we’ll build a biped body with full hands and feet entirely from
ZSpheres. It is my hope that with these tools you’ll gain a level of understanding
of ZSphere modeling that will allow you to quickly generate base meshes of any
variety and further sculpt them into any kind of character you like.