Zbrush Download Maya

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This was a final basic shape I came up with. I kept using zremesher or dynamesh every once in a while even though some detail gets lost, the topology at least was kept correct and you can keep going back and filling in the details again. The downside of using these is that your mesh will eventually morph into itself which is evident in my feet. The spacing between the fingers closed up so I looked into other ways of creating paws. I also noticed a couple of holes in my mesh that I never noticed in Maya when blocking out the model so I had to export the file from ZBrush and merge the vertices in Maya then export back again for ZBrush. The first tutorial that introduced me to basics covered a brush called curve tube.

ZBrush TrialTextures

You’re able to add extra mesh such as limbs to your character. Keeping the dynamesh option ticked is essential if you want your new mesh to merge to the old one and keep the polygon flow. At this stage I decided it will be best to scrap these ugly feet and begin from scratch. I decided when creating new separate parts such as paws and feet, I will keep them as separate subtools to avoid any messes with dynamesh. I couldn’t find any tutorials on how to create paws but I did find a sped up version of a sculpt in progress. I added the pillows of the feet to the base using this reference image.

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I was surprised at how well the foot looked even though it took me a while to figure out how the tool works. I realised that it does not behave the same way as a regular mesh and I couldn’t really edit or sculpt anything on top of it. Reading around in forums I found out that you simply press ‘A’ to preview the mesh and then turn it into a poly mesh, select your main model again and append a sub tool, then delete the original zsphere so you don’t accidentally begin sculpting on it.