Hi all,
I'm going to be creating a statue of a cloaked man with his arms resting in the middle, similar to how this guy in a jedi costume looks/is posed (attached).
Can anybody please offer ideas with creating a base mesh thats suitable for sculpting in zbrush. I'm pretty new to zbrush, however have watched quite a few videos on it. Using zspheres looks good only for elongated objects; and I make a pretty horrible base mesh in max. Would zsketching be an option? I'm still not familiar with it but would be wiling to learn if you guys suggested it.
Thanks very much.
![JediMC3.jpg](http://mystikmerchant.com/JediMC3.jpg)
Replies
_Revel
If you're going to retopo your sculpt you shouldn't spend any longer than about 10 - 15 mins on your base mesh. You're going to throw it away after all. Just try and make sure the quads are as evenly spaced as possible and you tuck the poles away in hidden areas.
If you were literally going to make a statue, where the arms would be permanently in this position, then some pretty simple box like geometry that encompasses the overall shape/proportions would suffice. Basically, just like an actual block of marble or whatever that you would carve into.
But you mention building and posing the arms, like an actual character. If that's what you are going to do, then my personal approach to that would be to block it in with ZSpheres, getting the overall shape/pose/proportions in place, and then export the basemesh you get from the ZSpheres to whatever 3D package to clean it up/optimize it etc. As in, add edge loops/geometry where you think you might need it etc.
I find ZSpheres a great tool for blocking in characters/creatures etc, because it's a really quick and fluid way to establish poses/gesture/proportion etc. The resulting basemesh topology is usually a little less than ideal though, so I tend to do a refinement/clean up pass on the ZSphere mesh in a 3D app to get exactly what I want.
Good luck!
Is there anyway for zbrush to automatically retopologise your mesh, basically just fix stretching bits and equal out the polygons all over just for sculpting purposes?
Edit: Actually, I guess the Remesh button does that for you.
It's best to do by hand. But as far as base meshes go, just make something in even quads that has perpendicular geometry and at one point in your sculpt you may have to retopologize or you might not have to.
http://www.yinkaalade.com/images/skullFull.jpg
I made this skull from basically just a box I made in Max just to see what issues I'd run into. I didn't retopo it because the point was to see what issues I'd run into.
Basically, you'll have to try different methods most likely to find what suits you best.
retopo is a proper and targeted re-creation of new topology to support either the sculpting you want to do or the animation you want to do.