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What hardsurface/clothing workflow is more efficient?

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SuperFranky polycounter lvl 10
Need an advice here. What's the more efficient workflow of creating clothing/hardsurfaces for a game character? Using methods shown in eat3d hardsurface techniques (sketch armor etc in zbrush, then retopologize, then finish it, maybe retopo once more, bake normals and stuff) or by creating basemeshes in maya etc, then sculpt it, then retopologize and bake? What's faster in the end? Thanks.

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  • AlecMoody
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    AlecMoody ngon master
    It depends on your skillet and what the final project will look like. In my opinion doing the hard surface sketch and then retopo is slower than just modeling a block out and doing the sub-d work from scratch. It all depends on how good you are at sub-d modeling and how quick with retopo workflows you are.
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