I'm pretty sure those are all separate subtools or, at the very least, are divided into polygroups for easy isolation. As with any other modeling application there's no reason to try and keep your model a single mesh in zbrush. As for the buckle, it's definitely possible to sculpt such things if you're willing to use the effective, although somewhat cumbersome, tools in zbrush, but sometimes it might be more intuitive to block it out first in another program.
When modeling the base mesh in a standard 3D program, keep them as separate objects. Then select all the separate objects and "export selected" to an .obj and import them into ZBrush. Then once in ZBrush under the SubTools palette click "Groups Split". In the SubTools palette you'll see they're all now separated, and you can click the eye on each object to isolate whatever object you wish to independently sculpt.
like how is it possible to sculpt stuff like the clothes without messing up the skin underneath, or sculpting stuff like the belt buckle?
If they're separate subtools, you can only sculpt on one at any given time. If it's the same tool, you can automask by polygroups.
A belt buckle like that can easily be created with shadowbox or a normal mask extract. To me it looks like the kind of shape that might even be faster to do in zbrush vs traditional programs.
When modeling the base mesh in a standard 3D program, keep them as separate objects. Then select all the separate objects and "export selected" to an .obj and import them into ZBrush. Then once in ZBrush under the SubTools palette click "Groups Split". In the SubTools palette you'll see they're all now separated, and you can click the eye on each object to isolate whatever object you wish to independently sculpt.
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Hard surfaced things like belt buckles are typically best modelled in Maya/3DSM but you can use clipping brushes for them.
Edit: Yeah... Zbrush... Use subtools.
A belt buckle like that can easily be created with shadowbox or a normal mask extract. To me it looks like the kind of shape that might even be faster to do in zbrush vs traditional programs.
thanks thats what i needed