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Zbrush workflow for sculpting long bended objects

polycounter lvl 11
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ZigZag polycounter lvl 11

For example, I need to model snake and want to be sure it looks good when when it will be deformed at rigging stage. Also I need the mouth to close and open right. How I usually do this:

  1. sculpt it without details
  2. manually deform using masks and modifiers in Zbrush to see how does it look
  3. sculpt details on straight (or zero pose) model

This method works with simple models. I wonder if there is a way in Zbrush to pose a complex model with many subtools and switch between zero and posed states (like in Morph Target). How do people solve this in their workflow?


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