Graphics Programs Reference
In-Depth Information
Attaching the Arms to the Body
As it stands, the arms are just a SubTool sitting inside the body ZTool. We will want to “glue” the two
SubTools together so that we can sculpt across the transition between the two models. This will allow us to
effectively blend the shapes together and can be accomplished in two ways. The first uses the InsertMesh
button to maintain your current ZTool, its topology, and its subdivision levels while blending the separate
arm meshes into the sculpture. The second technique uses the new ZBrush 4.3 Dynamesh and InsertMesh
brush technique. The drawback to this second approach is that you will lose your topology and your subdivi-
sion levels. The benefit of the second technique is that the arms and body will be joined together into a new
mesh. I will demonstrate the Insert Mesh technique here, and we will use the InsertMesh brush technique to
add geometry to our figure in Chapter 10, “Rendering The Enforcer.”
1. Make sure the secondary arms and the main body still have the same number of subdivision levels.
Both should be at the highest level.
2. We want to delete the hidden parts of the secondary arms to save geometry to sculpt on later. Select
the secondary arms and mask them by Ctrl click dragging a mask marquee around the whole model ( Fig-
ure 3-65 ) . This is necessary because we will be deleting hidden faces. If you do this without masking the
 
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