This tutorial covers the creation of a baseball object and acts as a short compilation of a few very cool tips and tricks in ZBrush
Here is a quick summary of the process for creating the baseball. The first step is to start with a simple cube instead of a sphere, the cube would be a lot easier to manipulate and to create the two sections of the baseball based on the polygroups. After subdividing the cube a few times, you can use the ‘spherize’ slider in the Deformation palette to achieve the perfectly spherical shape while maintaining the polygroups:
Taking advantage of the difference between polygroups, you can use the ‘frame’ feature in the stroke palete to frame the borders of the polygroups and create a curve that follows the edgeloop. Once you have the curve aligned, you can use the flat IMM curve brush to add a flat set of single-sided polygons around the sphere… these polygons would be the base to create the stitches.
to create the stitches, you can use the strip of the single-sided mesh and nanomesh. You can create any type of stitch mesh and turn it into an IMM brush first and then a NanoMesh brush, this allows you to click and drag an instance of the stiche in all the polygons of the strip around the sphere:
Once you tweaked the stitches properties (size, rotation, offset, etc) from the nanomesh palette, you can convert them into actually geometry. With the ’Repeate to similar parts’ feature from ZBrush 2024, you can adjust the placement of one of the stitches and repeated the changes to the rest of them:
At this point you you have a solid base mesh for the baseball and polygroups so you can subdivided it and add manual details to polish the object: