Hello,
in these days i see more often people that use zbrush for the whole high poly process for hard surface stuff like weapons - especially the boolean. As i know they only start with a blockout that works as a LP and do the rest of the modeling in zbrush. Does anyone know a guide or tutorial for this workflow?
Especially how to adapdt the blockout shape/ LP after all the boolean because not all boolean will end up getting only a normal map detail. Does i've to make a retopo in combination with the blockout mesh?
Would be really great if someone experienced in this topic could tell me something about it. I only ask for game art/ready stuff
Cheers
Replies
https://youtu.be/Fg6QPJ7XirE
https://youtu.be/08crkU999Fs
that sounds the way i've doing it right now but i always got the problem of getting a proper lp without doing a full retopo. and reducing the polycount with zremesher or other automatic reducing stuff is always not the best solution.