Yeah, for anything that is going to be sculpted, modeling in all quads and - equally as important - modeling with evenly sized square quads is an extremely important skill.
@mr3ddesigner Show us your attempt?! In my opinion generating realistic wrinkles / creases effectively, would rely upon either a cloth sim or sculpting workflow.
If you want to achieve a perfectionist model, than you will more than likely need to sculpt the intricate details, but the base can be made as ZacD said
Hi, Hoping someone can help me here. I've recently jumped into zBrush sculpting and I'm curious about everyone's workflow. I have created a low poly model inside of Maya and imported it into zBrush. What I'm specifically curious about is how to transfer the high poly sculpt onto the low poly model and how it works with UV…
Hi, its ok, but for keeping that loop's distance constant from the cylinder's base, use the PolySplitRing script from here: http://www.illusioncatalyst.com/ic_tools.php Sorry but i cant help with sculpting...
Another technique to utilise, is to sculpt the details then apply an ffd/lattice modifier too deform the mesh into a stylised aesthetic. https://www.youtube.com/watch?v=sZcfLh8eaC4&list=PLA7A2AE046E0B5552&index=1
How would you guys model this shape? I highlighted it in red. Would you start with a very basic base mesh in zbrush and sculpt the detail in manually or can it be done easier in Max?
@iacdxb You're on the right track, just experiment with it. I would model it clean, UV it, then use a cloth sim or sculpt it by hand, or do a displacement map with a cloth height map for quick iterations.