Making hard surface stuff is pretty easy in Zbrush. But i have the feel it's actually more efficient to use Maya or Modo for a game ready Hard Surface asset.
It's really important to distinguish hard-surface Zbrush work done by improvising funky shapes with the various powerful yet hard to predict toolset, from hard-surface work requiring one to follow precise blueprints in a production environment. I think that most of the confusion in this thread comes from this. But at…
That is very true and it makes me crazy. I also think it is a clear sign of a bad hard surface artist. I think part of the reason some of the people who focus on hard surface modeling find people trying to use zbrush annoying is that it lumps us in with beginners who make those kinds of simple/lazy models and then say "I…
Damn for once I'm going to have to disagree with Racer. I do almost all my hard surface in zbrush these days, most of the Rift work I did was all ZBrush hard surface. It works really good for organic hard surface but for stuff like cars and guns and stuff yeah I'd probably start with a blockout in Maya or Modo. Also when…
Epic games uses zbrush for a lot of hard surface things. You can see some of their workflow outlined here. (Scroll down and find the videos by epic games.) A lot of the hard surface stuff for the infiltrator demo was done inside of zbrush with retopo in max + alphas for detailing. In fact the statues were even posed after…
More often than not, the hard surface work I see from zbrush is sub-standard. I think this is because the people using zbrush for hard surface work aren't as invested or picky about the quality of the models. What I enjoy about hard surface work are really confident/strong forms with clean and deliberate contours and…
So what's your preference? I've focused more on organic models than ever hard surfaced ones, so I'm having some issues finding out what is the best way to go about it. I've found that sculpting doesn't seem to do it for me, and I'm going to be trying modeling it entirely rather than trying to sculpt it. But that might also…
I just wish there was a single good detailed hard surface modeling tutorial in existence!!! You cannot spit without hitting ten high detail organic modeling tutorials. But try to find a complete high detail hard surface modeling tutorial complete with high res and low res and materials and textures and normal maps and…