Core Skills: ZBrushCore

Pablo Muñoz Gómez kicks off his series on ZBrushCore by ex­plain­ing the con­cept of Dy­naMesh and how to sculpt with­out tech­ni­cal re­straints

ImagineFX - - Issue 152 October 2017 -

In his new series, Pablo Muñoz Gómez ex­plains the con­cept of Dy­naMesh and how to sculpt an ob­ject freely.

ZBrushCore is a sim­pli­fied ver­sion of ZBrush that serves as an in­tro­duc­tion to dig­i­tal sculpt­ing. It has some of the key fea­tures of ZBrush and it’s easy to learn. Through­out this series, I’ll share var­i­ous work­flows for 3D sculpt­ing, with an em­pha­sis on par­tic­u­lar pro­cesses and fea­tures that will help you pro­duce pro­fes­sion­al­look­ing ob­jects and im­ages.

Dy­naMesh is a clever process that re­moves the tech­ni­cal bar­ri­ers when sculpt­ing in 3D. There are a few con­cepts that you might have heard of, such as like poly­gons, ge­om­e­try or topol­ogy, and they gen­er­ally re­fer to the struc­ture of a 3D ob­ject. Of­ten, when you edit a mesh or an ob­ject in 3D, you need to be aware of how the changes you’re mak­ing af­fect the struc­ture. Dy­naMesh takes care of all of th­ese tech­ni­cal as­pects, en­abling you to fo­cus on sculpt­ing and de­sign­ing your ob­ject.

Think of this as work­ing dig­i­tal clay. You can push, pull, flat­ten or stretch ar­eas of your model with­out wor­ry­ing about the distri­bu­tion of poly­gons. If you start sculpt­ing and the mesh be­comes dis­torted, you can run the Dy­naMesh process to re­dis­tribute and cre­ate more poly­gons that will help you de­scribe the shape you’re try­ing to make.

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