Sculpting in ZBrush
Non-wobbly shapes and sculpts while maintaining solid resolution
Option 1: Sculptris Pro
Sculptris Pro will allow you to literally add more topology wherever you sculpt on, so you can maintain the lower resolution on specific parts of the mesh, and get really high resolution on other specific parts of the mesh, like corners and sharp edges
Option 2: Brushes
Use trim dynamic brush and/or hPolish brushto trim/polish lumps down, and/or directional smooth brush or smooth strong brush to smooth it further
Option 3: Separation
Separate areas that need a lot of high detail instead of having them lumped in with parts that need lower resolution. This is more economical than Sculptris Pro, and if the parts need to be combined later, they can be recombined when retopologizing, or with union, or dynamesh
Option 4: Who Cares?
You might be pixel pushing
Backside Masking: Prevent Sculpting on Both Sides of a Thin Mesh
- Brush > Automasking > Backface Mask automatically applies a mask to the backface (you will likely get lower resolution this way though!)
- Sculptris Pro will create new geo instead of drawing geo from the other side
Shoelaces
- Option 1: Import a lowres version of shoe sculpt in Maya. Use curve tool in Maya, then sweep mesh. Don’t delete history or you can’t modify the sweep mesh. Plot out curve points around areas that need deformation. Adjust in Maya and import into ZBrush. Make sure the eyelets are on the shoe sculpt as well so it lines up properly
- Option 2: In ZBrush, insert a ZSphere. Begin the ZSphere in the middle of the bottom lace. Drag out new points, hold SHIFT to snap them to the same size. Hold ALT while tapping on a line to insert a sphere on a line. Use the draw, move, scale and rotate buttons (at the top of the UI) to switch between drawing out new spheres and moving them etc. When happy with the result, bind adaptive skin and append/insert the subtool that was created
Hair