STEP By STEP
POSE In ZBRUSH USING ZSPHERE
01 AS TRANSPOSE MASTER
this process requires more than one subtool in the scene, start by making a duplicate of the man under the Subtools rollout. Smooth the mesh out a bit by subdividing a couple of times with the Divide button under the Geometry section. Then from the top menu under Zplugin choose Transpose Master, Zsphere Rig and click on Tposemesh. This will put the model in x-ray mode and add a Zsphere.
02 RIG THE CHARACTER
Starting from the first Zsphere and by using the Draw, Move, Scale and Rotate functions (hotkeys Q, W, E, R) drag out, position and edit new Zspheres inside the character in order to create a skeletal structure.
You can think of the spheres as pivotal joints and the links as bones. When creating the arms and legs you can switch the Symmetry button on and off with the X hotkey.
03 BIND THE MESH
Once you have completed your Zsphere Rig go to Tool>rigging>bind Mesh. Turn off the Symmetry button, if it’s still on, and with the Rotate function active move the spheres and their links into the required pose. The mesh is now bound to the spheres so it will follow as you do this. If you want to add an additional link or edit your rig, unclick the Bind Mesh button and the character will go back to its original T position for you to start again.
04 FINISH AND EXPORT
Once you are happy with your pose, go back to Transpose Master under Zplugins and click on Tpose>subt. The posed character will then be returned to the Subtools list, smooth with all its subdivision levels intact.
Now, if you choose to, you can delete the second copy character you made earlier in the Subtools list, and then export the newly posed subtool character as an OBJ file.