Wrinkle Guidelines for ZBrush
In ZBrush, wrinkle edits applied within the active mask areas of the expression layers will be converted into normal and cavity maps upon transfer to Character Creator (CC). The following guidelines will provide clarity on the editing rules in ZBrush, as well as the update process to CC.
Expression Masking Range
The Face Tools plugin assigns a distinct masking range to each expression in ZBrush, and any sculpting done beyond the masking area will not be recorded in the Expression Layers when updated to CC.
The Face Tools plugin incorporates features from the Expression Wrinkles System. Consequently, Face Tools will have similar wrinkle functionality and limitations to the wrinkle system.
‘Brows Raise’ expression:
Added wrinkle details in ZBrush. |
Wrinkle details with masking enabled. |
Editing mesh in SDiv level 2 and higher
The sculpted wrinkle details on SDiv 2 or higher will convert to wrinkle normal and cavity maps when transferred to CC. However, it’s recommended to increase the resolution of your sculpted details to SDiv 6 or beyond.
- In ZBrush, edit the selected character’s expression.
- Wrinkle details recorded in SDiv 2 or higher will be converted into normal maps when updated back to CC.Note:
Face Tools plugin does not support wrinkle details lower than SDiv 2.
- Wrinkle details that impacted the mesh structure at SDiv 1 will be preserved as expression morphs when updated to CC.
Wrinkle edits in SDiv 6
Wrinkle edits in SDiv 1
- The final result in CC, after the updating from ZBrush:Note:
Refined sculpting details within Expression Layers that affect the mesh structure at SDiv 1 are not confined by the masking area of the expression. This is because the masking area is primarily intended for wrinkles, which are subsequently transformed into texture maps, whereas adjustments made at SDiv 1 are applied to facial morphs.