Chapter 3. Designing a Character Bust
In the previous two chapters we have been working with ZBrush primitives to start our sculptures. While sculptures started from ZBrush primitives can be rebuilt into animation ready meshes using the ZBrush topology tools, in some cases you will want to start from an imported mesh instead. This may be a case where you have a generic head or body model, or perhaps an animation-ready mesh is completed and you are using this as a base. For more information on remeshing your finished sculpture to create an entirely ...
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