actually, one thing the tutorial makes me want in zbrush is a NEXT GEN kinda METABLOB functionality.
when the guy talks about thumbing in clay as a representation of muscles and stuff, this sounds like base level modeling that would really jive well with most zb user workflows.
kinda like zspheres i guess but without the necessity to maintain connectivity to one another and the goal being purely to rough out TOPOLOGY.
right now, zspheres have a focus on STRUCTURE rather than TOPOLOGY and i think that is a mistake in terms of modeling (great for rigging though).
i know there is the other kind of skinning (not adaptive, the other one) but it generally starts off the mesh at a pretty high subdivision and does not have a really great REGULARITY to the generated mesh.
what i mean by NEXT GEN metablob is that it generates extremely regular (evenly distributed), QUAD GEOMETRY with good control in how dense the mesh is.
essentially, i see a LOT OF REALLY GREAT FORMS being approximated with just ZSPHERES (!!!) but something definitely gets lost in the translation to polys with adaptive skinning…
wouldn’t it be great to get a mesh that approximates what the zspheres look like and get a good base cage?
i think this would be a great addition (or heck, just a tweak) to zb’s zspheres!
jin