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324 Part III: Projects I subdivided the base mesh I created in Silo before export to ZBrush because it is always good practice to have even distribution of polygons on your base mesh. Aim for each polygon to have a square shape as opposed to rectangular. Long rectangular-shaped polygons are much harder to sculpt on. So an easy way to do this is to simply subdivide it before export. This does multiply the polygon count by a factor of four as with any subdivision. Sculpting the Weapon Import the base mesh into ZBrush by using the Import button at the top of the Tool palette. The base mesh is available on the companion DVD. (It's already UV'ed and comes with all the support files needed to follow along with this project.) As the base mesh is composed of a num- ber of separate pieces, we can use this to help us split the model into easy-to-handle parts. So scroll down the Tool palette to the Polygroups section and hit the Auto Groups button. This will place each separate part of the base mesh into its own polygon group. Figure 14-1