It is of my understanding that sculpting is mainly being used for character design, however I have seen examples of artists using sculpting for hard-surface modeling as well. I am curious to know how many of you guys are actually using box-modeling in practice? and if you do, how much do you vs sculpting?
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zBrush alone just doesn't cut it for clean results - imho
- with boxmodelling i mean it as the name says, starting from a box, manipulating that box until you have the shape. As opposed to for instance the edge by edge approach, which i am also not a great fan of. If the final model is box-ish then box modelling is fine to me. But usually i start with the silhouettes of the thing i wanna make. nailing those first, caring about topology later.
And the rest of the pipeline -- UV's, rigging, texturing -- it all goes way more efficiently if you started with clean, logical topology from the get go. If you are only making something for portfolio, yeah you can just have each task be separate and figure it out as you go. But conforming a model to the full pipeline takes a lot of planning up front and it's way easier if the first steps are designed to work with the last, versus just sculpting and then figuring out from there.
On some Chars its 100% Maya cause i need to model an animateable highres with no displacement or normalmaps.
So no Sculpting in Zbrush.
But some other Artists here prefer todo that work in Zbrush.
I recently have started using a workflow where I will model in Maya and then export to zbrush to add detail. Some things - like making paneling - is easier in zbrush. But having a model you've made in maya makes it much easier to create a lowpoly mesh later.
For some organic objects (trees, rocks) I will create a lowpoly from a zRemeshed object in zbrush.
So zbrush is definitely a large part of my workflow.
So, yes, i still do traditional modelling, 90% of the time.
I only start with Zbrush when i don't know what i'm doing, just experiments, toying or playing with shapes and forms. And of course, for fine details or those details i can't add with intelligent subdivision topology.
It's faster for me to start modelling the mesh, or a base mesh when i already have a concept/reference or a drawing i previously did. The workflow is smoother and linear imho.
A decade ago i posted in the forums something about modelling workflows. Here's the image i posted, i found it in my trash folder. I still do the same process, but in a more efficient way. Years pass and it's like it was yesterday.
Use the same techniques as the base of my Highpoly work and then all my retopo / game meshes are build in this general way.
Zbrush is nice to muck around in, design and detail though. Wouldnt use it for a final game mesh.
I was amazed at the amount of freedom combining standard box modelling with sculpting techniques gave me while doing hard surface. Most of the big name 3D packages have sculpting tools now and although they are poly based its still jaw dropping what can be achieved with them. A quick youtube search confirms that.
That said, I think box modeling is still faster.
As an example, I recently took about as long retopologizing a sword as I had spent sculpting it in ZBrush.
That being said I need to give sculpting more of a shake. Seems like it definitely is growing in popularity.