In this chapter, we'll start off with our third model — a fearsome forest inhabitant by ZSketching it.
When sculpting the tree, we already learned how to start a model from ZSpheres. ZSketching takes this one step further by laying muscles and flesh on top of the ZSpheres. This is probably the fastest way to start organic characters. Let's see how this works.
Specifically, we'll cover:
Organizing a complex mesh using armatures
Freeform sculpting with ZSpheres/ZSketch
Modeling for animation
Mesh conversion with Unified Skinning