This is the current state of my Vegeta model (Dragonball) and I was having trouble with the armor, It's very simple but I can't seem to think of a way to do all the trim on his armor. I believe my process is wrong and inefficient. So if anyone has any tips on how I could go about doing this that was be really cool!

This is what I've been screwing around with so far, below is an image of the armor trim I'm trying for.

THANKS!
Replies
Yo. You could totally do it in both maya and ZBrush, they just have slightly different processes. I tend to concept block out the hard surface details, then do a quick retopo with zspheres or topogun > then use Zmodeller with creasing and dynamic subdivisions to get thickness and smooth surfaces. Vegeta's breastplate has a lot of smooth forms and large shapes so you could even re-topologise a base chestplate to have loops where the trims are and then extrude/crease them. Below are some hard surface processes.
The second part with the ZSpheres might be another way to do the trim. The process is in this AskZbrush vid.
You can also mask by polygroups after you made them and use the Inflate which is under Deformation. If you do it on a layer you could tweak it too.
I'm going to keep this thread open for later when I'm finished the armor for critiques thanks!