The topology in Zbrush is only OK for concepting, renders and 3d printing. You need yet retopologice if you need it in different pipelines. I also wonder if programs as Fusion 360 could be better for hard surface as it helps to generate both low and high res.
Hi, long time follower first time poster. Im currently teaching myself how to sharpen edges on a smoothed hard surface. And up until now Ive been able to figure out all the smoothing 'pinching' with topology adjustments. However I am now trying to bevel an inside (concave) corner of some car body work as in : I read…
The car still looks pretty organic. The front is weirdly curved and the back is wavy for instance. Good ol' Sub-D is in my opinion still much better for hard surface stuff. Zbrush will make your topology a mess and cleaning the model will take as much as time as if you would do the Sub-D in the beggining. Just my two…
i really wouldnt worry about flow or topology if tis for a hard surface high res model. so long as your control edges are sound, the rest is kinda just whatever. not saying this is the exact correct way to do it.. or even that there is one.. but this is how id tackle it.
Like the title says im gonna try and model as much as possible using only zbrush. So far these meshes are just dynameshed cubes and spheres. Gonna retop them and create nice clean topology for hipoly loveliness :) Concept by Oskar Pavlovskis Beauty Render
Welcome to boolean modeling a production asset like there's no tomorrow....then tomorrow comes and you have countless tedious hours of unnecessary hard surface retop.... This is fine for concepting or renders, but boolean techniques and when to apply them must be understood in the context of production asset authoring.…
I create all my clothing straight in zbrush. I tend to do the following: * Mask area of base mesh I want for piece of clothing or armour * Use extraction with thickness to extrude it off the base mesh as a separate subtool * Run zremesher to create nicer topology (this depends on how good the topology of the mesh beneath…
if retopo is needed for organic shapes then i either have a workable basemesh as my sculpt level 0, or project the topology i want over the highres. and for hard surface assets there's usually a sub-d cage available to serve as a starting point. the auto-retopo solutions i've tried don't satisfy my clean-mesh-OCD and…
As someone who is going almost crazy with perfecting topology on hard surface models, I'd say, go for Max in that particular aspect. I started with Maya and am now partly shifting towards Max. It has so many more tools and 'sliders' for stuff. People always say that you can be good in either of them and it really bugs me.…
I've started using it a lot on hard surface stuff. Generally I'll need some kind of support loops if the polygons are really long, but it's nice results generally. I use the Catmull-Clark surfaces anyway as they deal with problematic topology much better, but if you have all the support loops in, you wind up with…