ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

(vip2019) #1
■ Building a ZSphere Biped 219

ZSphere Base ZSpheres2 Default Skin Classic Skin

Figure 6.36 The same ZSphere model under both skinning methods


Table 6.1: Options in the Adaptive Skin subpalette

Menu Option Description


Preview Previews the adaptive skin


Density Sets the number of subdivision levels in the preview mesh as well as the
resulting adaptive skin


G Radial Controls the number of spans in the polygon mesh


Max Twist Controls the twist of the resulting mesh


Proximity Allows you to control how child ZSpheres are treated when in close prox-
imity to the parent sphere


Use Classic Skinning Reverts the skinning algorithm to ZBrush 3.1 methods; activates the set-
tings below


Ires Intersection resolution, which controls the number of children a ZSphere
can have before it is converted to a high-res sphere


Mbr Membrane resolution


Mc Minimal Skin To Child


Mp Minimal Skin To Parent


Pd Adjusts the lowest subdivision level of the skin when using Insert Local
Mesh or Connector Mesh
continues

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