ZSpheres
The main idea of ZSpheres is to quickly set up a linked hierarchy, that is then “skinned” resulting in a mesh that can then be developed with ZBrush modeling tools.
There are two methods
to skin ZSphere models.
We will work with Adaptive first.
Let’s get started ...
Draw a ZSphere in ZBrush
3.0
Position it in the center
of the canvas.
This will be a biped’s center of mass.

T = turn on Edit.
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X = turn on X symmetry

Note -- at the middle
the cursor turns green

Hold down Shift and
click a couple times.
Shift makes multiple
ZSphere the same size.

Hold down shift and move up

Hit A and you
can see the skin
(More on that later)

When the spheres are
red, they will create a twin ...
Green goes up the main
line of the figure ...

Tips
Q = draw
T = edit
W = move
These links and handles allow your to rotate limbs
Make sure you select
the red/green circle
if you only want to effect that ZSphere
Scaling a ZSphere:

Scaling a link:

In draw mode
Alt-click on a ZSphere if you want to delete
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All the ZSpheres should (in theory) face the same way.
to 
Turn off X symmetry when rotating the head, pelvis, in other words, non-twinned items.

Adaptive skinning
This is the most used method.
It is usually fairly low-res, to start roughing out a model quickly.
The critical thing is to toggle A to check your skinning results as you proceed with the ZSphere.
This is in the Tools menu.
Preview is the most often used button

Explanation of settings:
Density
Sets the density/resolution, like subdivide.
Density 1 ... and
density
4:

Ires
Intersection Resolution
The number of child links above
which the model will subdivide
Note -- does not include Attractor
Zspheres


Mbr
Membrane Curvature
How polys are created at L and T intersects
Settings of 0, then 100:


MC
Minimal skin to Child
How polys are created at intersections ...
Turn this off or on and observe results
MC on makes a very minimal terminal mesh:

MC off makes a more complex, rounded mesh:

This has a big effect inside armpits, shoulders, neck, the crotch, etc.
Mc on:

Mc off:

MP
Minimal skin to parent
This makes a more rounded intersection ...
MP on does not add polys at intersections:

MP off might add polys at intersections:

Polygroups
When a path splits, the
polygroup color changes

Ctrl shift Click on a polygroup to hide inverse

Xres, Yres and Zres
These settings are for the next ZSphere that is drawn.
This determines the mesh resolution.
Each ZSphere is treated
as a cube.
The number of polys along each edge are determined by the
Tool:Adaptive Skin:IRes setting.
Change and see the results


Try this ... change Xres to 3 ... they all change.
![]()

Now, make Zres = 2
(The Z-axis is the line
between the ZSphere and its parent)
Hit 2, press shift
While holding shift,
hit enter
![]()
This shows adaptive skinning going from 1, to 2, to 3.


Attractor Spheres
Attractor spheres push
and pull the geometry of the skin.
Make a new linked
ZSphere where you want an attractor
It should attach to the
ZSphere you want to influence
Alt click on the last child ZLink of a chain

The attractors can be selected and moved or scaled.

The trick to moving
attractor spheres
Click on the link to
make it active first
A small red circle must
appear in the center of the attractor

Move the mouse to get a little red line connected to a brighter red circle to appear


Drag

On feet, to create heels:

Make a terminal ZSphere first

Alt click on the chain, to convert to an attractor ...

Move or scale the attractor and observe results:

Make Adaptive Skin

To make the mesh a new
tool
Hit Make Adaptive Skin

This makes a new tool
named “Skin_” ...
It is not immediately active.

Hit A to see the mesh
on the ZSpheres ...
... or hit the preview button

The resulting tool at lowest (1) and a higher res:

Work with Tweak, Inflate,
and smooth and see where you can take the model ...
... and how fast ... you are on your own ... ZSpheres helped you get a
fast model,
once you learn all the above.
Unified skin
Finally, a brief
example of unified skin ...
This is far more precise,
exactingly fitting the ZSpheres.
The defaults:


Note -- Attractor ZSpheres have no effect in Unified.
If a ZSphere doesn't
affect the skin:
Increase the density
of the skin or,
Enlarge the ZSphere.