ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

(vip2019) #1

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


Here’s a tip for getting a nice projection when you have problem areas that you can’t
fix with the Projection Shell slider. Store a morph target at the highest subdivision level
before projecting. Project your mesh and then switch the morph target back with the
To ol → Morph Target → Switch button. Select the Morph brush and brush the changes
back in. The Morph brush will reapply the changes stored in the morph target based on
the intensity of the brush (set it to 100). This approach allows you to blend off problem
areas while keeping the good parts of the projection.

Changing Topology with GoZ


The simplest method of changing your underlying topology is to use the GoZ script that comes
installed with ZBrush. In this section we will look at how to enable and use GoZ. First we will
make some topology changes to the lowest subdivision level of a ZTool and then transfer back
to ZBrush.


  1. Load the ZTool remeshedManHead.ztl. Be sure to load the original from the DVD; do
    not continue with the altered version from the previous demonstration. Step down to the
    lowest subdivision level of the ZTool.

  2. You need to be sure GoZ is activated and enabled for your 3D application. As of this
    writing, GoZ supports 3ds Max, Maya, and Cinema 4D, with other applications on
    the way. In this example, enable GoZ for Maya. Click Preferences → GoZ and click
    the Path To Maya button to set the application path to maya.exe. This file is located in
    C:\Program​Files\Autodesk\Maya2009\bin.

  3. When the path to Maya is set, click the GoZ button under the Tool menu (Figure 7.48).
    This will automatically load Maya and import the lowest subdivision level into the pro-
    gram (Figure 7.49). There are three GoZ buttons: GoZ will export the current subtool,
    All will export all available subtools, and Visible exports only those visible subtools.


The Maya Embedded Language (MEL) script aspect of GoZ may require manual setup.
This is because some system preferences won’t allow ZBrush to access other programs
to automate the setup. To manually set up the Maya button for GoZ, in ZBrush run Force
Reinstall under Preferences → GoZ. Open Maya and from the Script editor source the script
GoZScript.mel from C:\Users\Public\Pixologic\GoZApps\Maya. The script is sourced
by clicking File → Source script in the Script editor window. This action should create the
shelf and buttons you need. If for some reason it doesn’t, then you can manually load
the shelf shelf_GoZBrush.mel.


  1. In Maya, you extrude new geometry for the head. Also add new edge loops to the
    mouth area. In this example, I have also extended the shoulder area by extruding
    edges (Figure 7.50).

  2. Click the GoZ shelf button while the mesh is selected. This transfers the mesh back to
    ZBrush. ZBrush will ask if you want to transfer the high resolution details to the new
    mesh. Click OK in the dialog box to transfer the high-res details to the new model
    (Figure 7.51).


Figure 7.48
The GoZ but-
tons under the
Tool menu

Free download pdf