Hi everyone. I'm quite newbie with 3d modeling and I started character modeling few days ago. I found quite many tutorials but most of the new ones using Zbrush right from the start and then you Max or Maya for retopologize and in the older ones, they use Max or Maya for basic character structure and then they use Zbrush for more details. My question is if it's old fashioned to start with Max or Maya or if it's just they personal style/workflow? Thank you kindly.
Sorry for my English, it is not my mother tongue.
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I find myself starting in Zbrush or Modo entirely dependent on the nature of the object. For 'organic' characters, I tend to start in Zbrush. Sometimes I start in Modo to get my blockouts going much faster, especially for things like a weapon.
I'd comment that some of the tutorials may have been dependent on specific tools that opened up certain workflows more than previous versions of Zbrush or Maya, depending on when they're released. For example, Dynamesh did a great job of freeing up sculptors from having to make a perfect "presculpt" mesh to work from. They could add and remove mass, as they would with a real sculpt, pretty easily. Dynamesh is fairly recent in Zbrush's lifecycle.
https://polycount.com/discussion/211604/is-box-modeling-a-dying-technique