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Anonymous No. 837304

whats your hard surface workflow in ZBrush?

Do you save the lowpoly shapes before doing any detailed work?
Or do you work with dynamic subdiv enabled the entire time to have the lowpoly version still available?
Or do you just retopo the model later with zremesher or other software?

Anonymous No. 837308

unfortunately hard surface in zbrush is really annoying / slow / bad and zremesher is half baked and doesnt allow for any triangles at all, making it unusable

Anonymous No. 837310

I don't do hard surface in zbrush

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Anonymous No. 837313

There are many zbrush summit speeches and videos on pixologics own youtube channel covering this, long story short is you're just gonna need some experience to feel out what should be dynamic subdivision (things like bolts, hydraulic pistons, details like that are obvious ones to just leave as dynamic subdivision) and what should be done with dynamesh or whatever.

Not everyone has the same workflow with the zbrush hard surface you're gonna just have to do some research and find your own answer for what works for the models you like to make.

Anonymous No. 837347

>>837313
resulting pic related looks kinda bad imo

Anonymous No. 837349

>>837308

use zshperes and retopo by hand

Anonymous No. 837352

>>837349
zmodeller is the replacement for by hand retopo and again it doesnt allow for tris

Anonymous No. 837441

>>837352
with zpheres you can make triangles. zmodeller is not a replacement is an addition.