I'm trying to work on a car right now, and am finding myself more and more drawn just to do the entire thing in ZBrush now. I'm currently a maya user.
I've always loved to do a basic kind of entire model in Maya and then pimp it up in ZBrush, but as I'm learning more and more hard surface in ZBrush, I can't help but feel I should do the entire damn thing in ZBrush from the get go.
Anyone completely drop their previous modeling package and just roll with zbrush or is everyone jumping between the two? At what point do you throw sculpts, whether organic or hard surface, into zbrush?
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Look at this for example:
[ame="http://www.youtube.com/watch?v=srJjd5t4Wtk"]Modeling a concept car in Zbrush 4R6 - YouTube[/ame]
before he retopos it in modo it's pretty wonky in terms of surface quality, absolutely not up to scratch for rendering or baking, a quick shape study at best. You still need to retopo with good knowledge of surface flow to turn it into something acceptable.
Also, I'm only seeing crazy fictional concept cars in Zbrush, never any existing, real, accurate cars...
But yeah...it's quicker in Maya for sure. I don't think anybody would say that it'd ever be quicker in Zbrush.
IMO there's only one option: splines\nurbs ect.
When you reproduce an existing model it's even harder. Without a 'rig' made of splines you will lose days to catch the shape and curvature.
I know something about it...
https://zkeshq.dm2304.livefilestore.com/y2pghffUGgJCDjY72NRZXmn7Z77t_qQfPN6woVca9Dooq3D8-2WSvFCsjOAucE8fjSPc0n8mRui0ZMbXUYdlmJcdKIFviD7jyHhYtK62MLcBF0/1_heli_mi_17.jpg?psid=1
The last car I modeled was started in zbrush for the blockout, but after that it was externally retopologized and heavily edited.
For specific hard surface models, you'd be better with splines, arrays. Also - things like pivots, child-parent hierarchy, animation weights is why you still need a 3D package (not Max necessarily - cheaper Modo or free Blender will do greatly for final touches).
To be perfectly honest, I only ever start pure organic shapes like creatures, people, etc in ZBrush, and get about a medium-res sculpt before I retop it and take it into a "traditional" program like Max and model in clothing with proper loops. It's probably because I don't understand some of the nuances of the program, but I find working with ZBrush to be a finicky prick at best and therefore, anything that needs any kind of precision whatsoever is handled elsewhere where I have faster and more accurate control.
Sure, the videos made by Pixologic look fun, but actual models shown are rather sloppy. And it would take much more time to make accurate shapes in Zbrush than in conventional software.
For now sculpting is only good for organics and shape study.