We learned a lot in this chapter about ZSketching models within ZBrush and how to tackle all sorts of tasks that arise while creating a complete character from scratch. Specifically, we've covered:
A new way of creating models with ZSketch
Building up volumes and muscles can be quickly achieved with the various sketch and smooth brushes
For ZSketching, we can start off with a complete armature or a single ZSphere
Building some sort of skeleton with an armature is useful if we know where we're heading with the character
We can use that skeleton to control the ZSketch by binding it — like a skeleton with muscles on top
If we make global changes to the model, such as adding a tail, we can edit or insert its skeleton later in the process, too
Thinking ahead about the future movement of the character saves a lot of headaches when it comes to rigging and animation
To create volumes, ZSketching is unmatched in speed and fun, but when it comes to fleshing out finer details, the sculpting tools are...