When it comes to HP Hard Surface Models, is the best approach to creating edge loops for support and beveling after you model each piece or at the end when the entire model is complete. ZBrush also has a crease feature, but it doesn't give you much control of everything.
And one more quick question, do you think creating models such as a tank in ZBrush using Zmodeler is a wise approach? I've seen a tutorial and tried it out a bit and Its just starting to seem so much more fluid modeling in ZBrush with those tools.
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It really is a matter of personal preference. Sometimes I like to add them as I go. Sometimes I'll model ahead and use creasing in ZB, or even the alternate dynamic sub-div mode - depending on the asset in question. Sometimes I'll model in Max, other times using Zmodeler. It really depends on what I'm doing or the approach I take to specific projects. Once you know all the tools and are confident modeling, practically without having to think too much, you can use whatever tool you know will get the job done as efficiently as possible.
Also, you mentioned having little control of creasing in ZB, but the opposite is true: in 4R7 we now have ultimate control over creasing.
I'm definitely feeling more confident knowing that I've been doing it this way as well. It just takes a good chuck of time making all of that additional geo, but I guess as long as you use shortcut keys for connect/looping/swift loops and using mirroring/symmetry it will be done a lot faster.
I'll also check out creasing again, I didn't realize there was additional options. Thanks again!
As for creasing in ZB: it's now extremely flexible, with many tools. With Zmodeler brush we have control over individual edges/edgeloops. Plus there's angle-threshold creasing, polygroup creasing, and a function to convert creasing to actual beveled geometry.
https://www.youtube.com/watch?v=sqMQqjs0qpw
@theonewhoknocks No prob mate, glad you enjoyed it. Thanks for the kind words.