I agree with Ged. Zbrush is great for quick, stream of conscious concepting without artwork, but I can see how that wouldn't work in a production environment wher ethe concept art is provided. I generally start with a mesh from Maya, using the crease tool to keep corners crisp without adding loops so that Zbrush subdivides…
Hey Pros, i need some advice. My problem about hard surface is creating the main shapes and form, or little shapes etc. I am not sure how to do that in Maya. I got stuck with complex shapes. Can i do this in Zbrush, with a move tool and dynamesh, just to get the right shape, and then continue in Maya with retopology and…
You can use the planar/clip brushes in ZB for sculpting, there's some pretty good kits out there like the Eat3d one showing how to sculpt hard surface - personally I prefer a mix, start in ZB and put some basic forms down with cuts/grooves where you want them, then retopo in something like Maya or Max and add loops for…
I wonder how true this is though for someone who knows the ins and outs of Zbrush. For example, making use of polygroups to create loops and Zremesher to have fairly solid lower poly topology. In other words I'm a bit skeptical regarding the opinion that the sculpted approach is really less ideal since that each "side"…
I agree, there is quite a few pieces similar to that made with Zbrush, not to put Tor Frick down though because his subd work is awesome none the less. All that said, Zbrush 4R7 builds upon whats already been done so far by including some traditional sub options as well, creased edges, edge loops and box modeling tools.…
Just to chime in..yeah, I'm on the regular max or maya methods, it's just fast, more production friendly and just works. What Alec Moody said about cars and racer445 said is my thoughts exactly. But I can see maybe if your doing a highly organic designed hard surface model where mudbox or zbrush might actually work better…
this sounds horribly inefficient. in a production environment you're gonna start with making a greybox blockout, which is a blockout that has all the main shapes and major details made already. to be honest, with hard surface modeling the hardest part is laying out all the shapes, so once that's done all you need to do is…
And you are still entitled to your opinion, which that is. I wont argue semantics, however it seems strange that you are taking this personally. Passive aggressive and with the intent to belittle? I dont quite understand your need to go that far. Regarding "lala land" that does convey a bias, especially when you claim…