Attaching Sculpted Geometry in ZBrush

In this course, we will learn to attach new geometry to previously sculpted meshes in ZBrush. Software required: ZBrush 3.1 and up.
Course info
Level
Intermediate
Updated
Aug 4, 2009
Duration
34m
Table of contents
Description
Course info
Level
Intermediate
Updated
Aug 4, 2009
Duration
34m
Description

In this course, we will learn to attach new geometry to previously sculpted meshes in ZBrush. When working in ZBrush, there may be times that we would like to create a highly-detailed sculpt, only to realize later that we'd like to add more geometry to it. For instance, we may sculpt a character's head and later in the process want to add a body. Rather than starting over and trying to replicate all of the hard work we've done, there are a couple of ways we can keep all of that sculpted data. This course will take you through two methods for accomplishing this and help you understand how you can solve this very common issue. Software required: ZBrush 3.1 and up.

About the author
About the author

Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hello, I'm Justin with Digital-Tutors, a Pixologic authorized training partner, and when working in ZBrush, there may be times that you'll create a highly detailed sculpt, only to realized later that you'd like to add more geometry to it. For instance, you may sculpt a character's head and then you want to add a body later in the process. In this series of lessons, we'll learn how to do just that. We'll start by exploring a method of attaching a new body by using ZBrush in conjunction with another application, Maya in our case, we'll add body geometry to the head and then bring it back into ZBrush to create a new adaptive skin. And using the projection function, we can bring all of those high resolution sculpted details back into our new mesh. We'll also cover a second method for adding new geometry that will allow you to remain in ZBrush for the duration. We'll build a new body with ZSpheres, and then add it to the head using the topology tools. So this series of lessons will help you to understand how you can solve the very common issue of adding geometry to already sculpted meshes. Now rather than starting over and trying to replicate all of the hard work that you've already done, there are a couple of ways that you can keep all of that sculpted data. So with that, let's go ahead and get started.