Here we are back with another post about ZBrush. Today’s topic is a very simple concept and that is creating a base armature on which you can then continue sculpting. Main difference in working with traditional modeling software VS sculpting is that when you are working on a sculpt you have much more freedom to tweak your model as you aren’t constrained by technical issues. Another thing is that it’s a much faster way of making a model and at the same time bringing your concept to life. Well in today’s post we will see how we can build a base in Zbrush on which we can then proceed to continue sculpting.

In the first part we will start with a short explanation on what are ZSpheres and how to use them to get the base that we want to construct. In this video you will learn the basics on working with ZSpheres and how to control the detail level through the adaptive mesh. There really isn’t too much to explain as the video is pretty self explanatory so go ahead and check it out.

In the second one we will continue and expand on working with ZSpheres by adding in how to work with ZSketch and explain the main difference between it and ZSphere. You will also see how you can combine the results that you can get from ZSpheres and ZSketches into one subtool. Again it’s a short and self explanatory video so check it out.

Ok so if you’ve seen the videos you now probably have a better understanding on how quick and easy it is to get a basic armature shape for your prototyping stage. All in all as i have said multiple times in the past, ZBrush is an amazing piece of software that it would be great to have in your arsenal of skills.

That would be it for today and if you enjoyed this post then share, like and comment on it so it can reach more people.