2 Turning the ZSpheres into Clay
Once the character is properly positioned and I’m satisfied with the basic T-pose proportions, I select Make Adaptive Skin. This creates a new version of the body in virtual clay. I can now refine the forms and basic anatomy easily. Then I pose the character asymmetrically. I save the original T-pose version in case I want to go back to make design changes, because when you move off symmetry it’s almost impossible to get that symmetry back.