It's a question that wouldn't have been asked years ago. Today it seems that most characters go from concept to sculpting then down to a retopologised mesh. This is in contrast to the older days of low poly where it was concept to polygonal model and texturing was all hand painted. In the game industry today are sculpting…
In my opinion, it depends on what your focus is or what company you're working for. Doing a mobile/Wii/stylized game most likely won't require a ZBrush pass, so you're limited to standard polygonal modeling. But if you're doing something on consoles/PC, most objects will go through ZBrush. I think the usual workflow for…
Both are equally important for now until the day where the technical stuff is just a button click and only artistic skill is required. We're still a ways off from that. Polygons are just the best solution right now, before that was sprites for games and NURBS for film. There could be a major shift to some other technology…
I listened to a podcast with grassetti and he said that polygonal modeling/topology is very important to know, and in cinematics he made characters that were about only 20% of the work in zbrush, starting with the basemesh/topology very well estabilished, which is weird to me because sculpting first and doing the retopo…
Thanks for the feedback guys. My other option that I forgot to add was are they equally important. That seems to be a yes. What drove this question is that since my return to 3d I've seen may tutorials on sculpting. However tutorials on the basics of edgeflow, loops and good lowpoly topology are very sparse. The wiki here…
You're looking at this really sparsely, that's why. The numbers of tutorials have increased over the past couple of years because of the number of programs during this generation as well the time we are in. Tutorials were much more rare if you look at the number of them available during the 90's and early 2K's, due the…