I'm trying to improve my sculpting abilities.
While I am "just diving in" and seeing what works best for me. I still haven't done enough work yet on complex surfaces to understand exactly how important topology is.
I've seen many artists that ignore topology completely and just sketch from a sphere, and others that retopologize their mesh constantly. What I am concerned about is developing bad habits with all my practicing.
Is it really just a workflow thing, or is there some props that will always benefit from better topology regardless of how you visualizing the problems and working through them?
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The current character I'm sculpting now, some of the subtools started out with an existing basemesh with clean topology and a nice edgeflow, other subtools I've found it faster just to hack stuff together and convert it to a unified skin.
Why wouldn't you use group loops for something like a bust or character given how much more time consume re-topo can be?
My step is alittle different then what the guy did in this tuto, I essentially made it so that for every sculpt I get in a 8-10M polygon brute forced in a shape mass, almost like a 3D sketch, I take it back into 3DS Max and retopo it, do extra corrections and add support loops as needed, then import it back.
It's a different workflow mind you, you need to know naturally how to avoid import/export problems with ZB, where to add loops and where you'll require more topology density vs. minor area with larger, more blurred details, but works non-the-less.
Again, I suggest you start with most of what Eat3D has to offer for ZB, they're the best so far in this area.
Ace's method works good too because GOZ is awesome, only issue is whether your max can handle the polycounts.