So I'm fairly new to the 3D modeling world, only been doing it about 5 weeks now. I've been working with Blender 2.8 and was introduced to the concept of using zbrush for smoothing things out and adding finer details on highpoly models. But I'm having an issue. When I leave my model as-is, with ngons on larger flat surfaces and import into zbrush (obj file) the model is ripped apart. I concluded zbrush didn't like the ngons, so I used blender's triangulate faces feature which did infact resolve the exploded model issue but it still made the model look like total crap. Any helpful tips?
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Quads will give you the best result when it comes to subdivision smoothing and sculpting.
Just do it the right way and do some hardsurface modeling.
Anyways, your mesh is not suitable for subdivisions (it's just a raw mesh), ngons are not the unique problem here. Mudbox can use ngons, and the result would be the same as in blender if you apply a subdivision modifier.
Try to model the dents of that piece you marked. You can achieve easily that look with subdivision modelling. And for the grip details use traditional texture work, It's just a noise texture pattern.