From the course: ZBrush: Modeling a Cartoon Character

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Creating a poseable mesh with ZRemsher

Creating a poseable mesh with ZRemsher - ZBrush Tutorial

From the course: ZBrush: Modeling a Cartoon Character

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Creating a poseable mesh with ZRemsher

- [Instructor] The body of the character right now is dynomeshed. That means the entire surface is made up of a lot of little polygons. And this is fine for many purposes, however, it does make it difficult to lay out UVs for texturing or to pose it. What will work better is if we have a lower resolution mesh that can be subdivided to a higher density. That way, you can pose a low resolution mesh and also sculpt or paint finer details in its higher subdivisions. So let's take a look at the process. Right now, if I hit Shift + F, you can see we've got a lot of polygons to work with, and we've also got it split into polygroups. And this is great. The original primitives that we used to create this model, those polygroups have been inherited by the dynomesh, which is really going to be helpful for us. So let's go ahead and zremesh this, and I want to work on a duplicate because I want to keep the dynomeshed…

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