Hi all
I have a little request if I may. I'm new into this whole high to low poly really - I'm looking to figure out how best to take it into Zbrush so I can sculpt some details into it. I've got the model as shown below:
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The geometry is relatively clean and I've done really all I can do in Maya. I'm looking to take this into Zbrush to sculpt details into it, but when I take it in, it's filled with issues. Smoothing turns horrible in parts because of the edge flow on the windows and holes. As it's also one sided (No interior) it just completed flops when I try to Dynamesh.
I took it into Zbrush by erasing all of the duplicates and had each individual piece as a separate subtool.
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I'm hoping one of you bright sparks could give me some advice in the best way to approach this. I want to make it look as real as I can, no visible bevels like on the edge above so all the sides are smooth and with loads of even geometry. Then the adventure of figuring out this re-topology business begins..!
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Thank you in advance to all and any help.
Replies
He also works with trim sheets and tilable textures for the larger walls. http://adrienthierry.free.fr/index.htm
Secondly I'm a little lost when it comes to scale of this structure. I'd love to see both use of scaled skeleton models from UE4 (if using an engine) to provide scale etc + research on the architecture (era, style influences). This will both help reduce any chances of you getting lost in the design, how to approach your textures and features the building. It will make others to provide feedback if they're more familiar with your architectural style.
In terms of the ZBrush workflow that it looks like you're trying to achieve. Have a look at some Epic Games Artists (Gears of War) you may find to some help there.