ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

(vip2019) #1
■ Building a ZSphere Biped 213


  1. It’s time to add a neck and head. Rotate to the top view and draw a new ZSphere
    between the shoulder spheres. Drag and Shift-click twice to make a chain of three
    spheres the same size (Figure 6.19). This process creates a simple head mesh. For a
    more advanced technique with eye and mouth edge loops as well as ear geometry, see
    the section “Adding Edge Loops to the Head” later in this chapter.

  2. To add the arms, draw a ZSphere child from the shoulder ZSphere. Switch to Move
    mode (press the W key) and pull the sphere out from the sides. This sphere will be the
    wrist joint. Repeat the process for the legs (Figure 6.20).

  3. You now have a very rough block of the figure. Let’s now insert ZSpheres for the joints
    at the elbows and knees to further refine the gesture and proportion. Make sure you are
    in Draw mode by pressing the Q key or clicking the Draw button at the top of the screen.
    Click between the shoulder and wrist spheres to add the elbow joints. Repeat this process
    for the legs. Your ZSpheres should look like Figure 6.21.

  4. Switch to Move mode and begin to adjust the gesture of the figure. Look for the natu-
    ral bend in the elbows and knees. At this stage, you can also lengthen the torso and
    pull the neck forward (Figure 6.22). Scale the spheres of the head up by scaling the
    neck bone. You can add a sphere in the abdomen and scale it down as well as rotate
    the torso back slightly to add a bend to the spine.


Figure 6.16 The initial ZSphere chain Figure 6.17 The adaptive skin from this mesh should
look like a capsule.


Figure 6.18 Creating the shoulder and hip ZSpheres Figure 6.19 Making the head and neck

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