This will probably end in tragedy but I'm always wondering about how people approach certain shapes in ZBrush and I think a thread kind of like the sub-d thread that's running would be useful.
The best case scenario would be that you can post a picture of something that you don't understand how to approach in ZBrush and people with more experience could jump in and help out with suggestions or tutorial links or whatever!
For example ... I saw an awesome sculpt by slave_zero in the art jam thread and I don't see a clear path to how he achieved the chipped/shredded rock on his pillar. See here:
Now, I'm guessing that the vertical cracks were either done with Orbs crack brush or Dam standard, but it's the part below that confuses me. That stair stepped/chipped rock.
Alpha stamps w/ projection master? Clay brushes with specific alphas?
Replies
There's lots of ways you could acheive that effect it's hard to say for sure what he did.
Polish to...well, polish the edges and such, or Trim, pending on which you need, but they're all weighted anyhow.
Alpha's to break and add detail.
Slash to create the dents and cracks.
Depth bias, etc, in your move or standard brush to separate and move edges based on angle.
QUESTION:
ANSWER:
http://vimeo.com/54689750
Then if you want, export it to Max, Maya, etc and retopo in your package for tighter control if you want something that is perfect clean.
OR you can use the Retopo tools, and create a large piece of mesh and inflate, OR you can use the Trails tools, the one that overlays continues pieces like buckles and belts, but you can use a specific trim mesh instead.
Remember always one equation in your sculpt, which is sculpt and overlay your mesh like they would in real-life, I see waaaaaaay too many people try and be clever by keeping 1 mesh and sculpting all the details on it, and falling short due to limitation of the polygons, or the fact that it's unwieldy, not to mention your AO and Cavity Bakes are going to look washed out without the nice overlapped pieces.
Basically, don't complicate stuff for yourself
Single piece mesh are for games, for optimization reasons, especially if you're pulling every single trick in the book, but for high end modeling in general, try and put the pieces together as they would in real-life, extra effort will show in your maps.
Honestly, the same advice the guys in 'model dem shapes' gave out at some points.
OK, so love where this thing is headed but I wonder about the spiral bits on the shoulder pads. Would it better to model that in a modeling app or is that something best tackled inside of ZBrush? What's the preferred workflow there?
I'd like to see it grow more so we can have a large list of answers too, so I guess a good bump like this would be good!