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Proper topology to sculpt detail on imported mesh in zbrush?

polycounter lvl 8
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Jaston3D polycounter lvl 8
Hey everyone! I'm just curious what a proper workflow for importing meshes like stairs, or guns and such into zbrush is to sculpt detail on them. (mainly hardsurface stuff) I always do it and when I sub divide in zbrush the topology isn't very even so getting decent resolution in the sculpt in some areas is almost impossible just because of the size variance in the quads and some areas of the mesh. Is there some magic "even out topo" type thing so I can get decent consistency in my resolution? Often I work with support loops and import the mesh with the support loops so the mesh divides into the edge softness I want. Any tips or workflowsfor importing things like guns into zbrush would be greatly appreciated!

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