i have a question about certain Character modeling workflow in zbursh that i am very curious about.
You may have seen this part of Deus ex mankind divided where some characters Triangulate their mesh.....so
I wanted to ask if i wanted to achieve such a goal on my character with
for example using Only zbrush would i be using Nanomesh,insertmesh or
simply alphas?
The Dynamesh Sculpting/masking extract method i wanna avoid cause i wanna make it as low poly as possible.
i would like to know your worklow ideas on this....
and yes i dont intend to still image render so a proper topology workflow suggestion would be great....
This Gif Image will be more apparent to get the idea of wat i mean.
Replies
sorry my question was little vague: What i mean was using zbursh to model the high dense Triangulated armor set that you are looking at the .GIF
..but at same time i want a perfect topology.....My intention is to create the character solely with zbursh so if i want to make wat would be the best topology and tools to make a perfect workflow of this without loosing the quality and topology order...any idea on how to do this would be helpful.
but i want to know the complete workflow with how the topology is to be created so it can be a game ready model.
thanks for the suggestion i would try to see if i can achieve it as you all said, but also i want to rig it so will this hard decimation cause any problem in topology/rig later? not that i want all perfect in order but still i never tried something like this so i wanted to know. and really thanks for the suggestion.