Newbie graphic artists and game design developers (for example to create 3D configurators) who are familiarizing themselves with the many possibilities of ZBrush tend to misuse the many functions of ZBrush. They can still get the results they intended, but they wouldn`t be efficient. Knowing how to use the options effectively allows designers to design more complicated models. Efficiency in modeling models is also achieved, minimizing the time and effort required for a project. Designers could achieve more. ZBrush`s Dynamesh and ZRemesher options are among the features often misused by newbies.
Step 1: Use Dynamesh mode for general shapes and appearance. You can rotate and drag the object.
Step 2: Switch to ZRemesher to get a higher resolution and distribute the polygons evenly.
Step 3: Model the finer details of the object and add a texture to the model.
Many newcomers seem to think that the differences between Dynamesh, ZRemesher, and Sculpting with Division are minimal at best. However, this assumption is too simple to be true. There are several more significant differences and one should keep in mind that these differences nit only save time and effort, but can also lead to higher quality designs. Regardless of artistic talents, a better knowledge of the tools also makes the artist much better at his craft. Basically, ZBrush is a sculpting tool in the digital world, but no matter how skillful a sculpture may be, the results may be mediocre if the tools are not use properly.
Basically, modeling complex digital objects in ZBrush starts with the Dynamesh option. Most of the first steps involve Dynamesh manipulations. The basic shape ID derived with as many Dynamesh manipulations as the secondary and tertiary details can be derived with the other options.
The second phase of sculpting must involve ZRemesher to create a clean topology of the object that is formed on the base shape created with Dynamesh. The cleaner topology can then be modelled for finer details.
Dynamesh should be used in the first phase of modeling a ZBrush object simply because it is quick to use and there is no need to worry about the topology. It`s like using a chainsaw to derive the basic shape of a wooden sculpture from a trunk. A designer could reshape the basic object by dragging, rotating and merging the parts. All this and much more could easily be done with Dynamesh.
Drawing, twisting and merging shapes is not possible in ZRemesher because the main function of ZRemesher is to distribute polygons evenly along the originally created basic shape. The ZRemesher allows an even distribution of the polygons responsible for the high resolution details. These are like the pixels on a Photoshop image, but in three-dimensional projections. It would be possible to incorporate fine details such as pores, lines or wrinkles on the surface of the base object. For example, you could create a bust of an old men.
Adding a higher resolution is crucial in the secondary and tertiary stages of sculpting. A higher resolution and more accurate details make their work slower, while the computer`s computing power is increased.
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