Hey all,
I saw someone asking about hard surface in ZBrush and decided it's about time I posted something. A few months ago I finished a character for university using only ZBrush for the hard surface modelling
(Topogun and Maya for Re-topo and UV) and thought the techniques I used might be of use to anyone who has not tried it before. It's not a recent model but I thought I could justify a post by sharing the processes
.
There's a lot to improve on this character but I think the techniques used are pretty effective. As always, feedback is super welcome.
Below are some renders, and further down are process images for the helmet and some other stuff.
If you want to check out more renders, you can find them on the
Artstation.
TLDR : Concept > Re-topo > Polygroup/crease/dynamic
^Using inflation with polygroup masking on layers to try out different glove pad ideas.
Straps were made using the method from
this AskZbrush vid.Concept > Re-topo > Polygroup/crease/dynamic.
Pretty much all the hard surface base shapes were made with the above processes, and other techniques when it came to doing more detailed modelling and sculpting. You can also do some neat stuff with nano-mesh. Oh and the uni studios didn't have the newest ZB so I couldn't use all those fancy chisel brushes
Next time!
Hope this is useful. Anyone got any other ZB hard surface techniques?
Replies
You put so much effort in describing your technique and thank you for that. But your design is pretty chaotic, imho.
The tips are usefull, tho. Cheers!
Next time I might still do a quick first concept sculpt pass, but then use that to develop further thumbnails and develop the design, and do some proper design development on paper.