So I'm fairly new to the 3D modeling world, only been doing it about 5 weeks now. I've been working with Blender 2.8 and was introduced to the concept of using zbrush for smoothing things out and adding finer details on highpoly models. But I'm having an issue. When I leave my model as-is, with ngons on larger flat…
@FrankPolygon Incredible explanation! Thank you! And excelent resources linked.I liked a lot especially the one that uses both subdivision modeling an Boolean to Zbrush.When testing that in maya and zbrush I figured out something similar some time ago but he has the process very depurated @Boosted24v If you want to learn…
You don't need Zbrush for that, it's an overkill. Anyways, your mesh is not suitable for subdivisions (it's just a raw mesh), ngons are not the unique problem here. Mudbox can use ngons, and the result would be the same as in blender if you apply a subdivision modifier. Try to model the dents of that piece you marked. You…
@Boosted24v There's a lot of factors at play here but the majority of the issues with the model are related to inaccurate or incomplete shape geometry and noncontinuous / non-coplanar topology. When it comes to the actual modeling process the issue is more of what's being hidden by the n-gons rather than the n-gons…
@Boosted24v Can you attach some images of the problem you're having? i always try to get my model with quad faces and some minimal triangles before importing to zbrush. With triangulated faces should work fine too, you can dynamesh or use zremesher or other techniques once in zbrush.Also i try to use other file formats as…
@dlz That is actually identical or damn close to what I was going for in terms of work flow, I watched a tutorial on flippednormals on making a pistol. He went from 3ds max to zbrush but I tried to follow using blender to zbrush workflow. But since I'm very knew to this a bit of a perfectionist I haven't established that…
Hey, I am also new to 3d modelling and was running into the same issue as you in when importing from Blender into Zbrush. You probably already know about this but I just wanted to make sure. Blender has a version of GoZ called GoB. Its completely free. Import with a single button from Blender and then Zremesh. I might be…
I have never had to do subdivision modelling . it's just extra headache imo. For Zbrush I usually just apply triangulate modifier with "keep normals" checked in and export fbx. Then import fbx in Zbrush and do DynaMesh. Works fine usually. Flat things stays flat. Then export dynameshed fbx back to Blender and project UV on…
@dlz I greatly appreciate all the help and support, It has definitely helped and will continue to help as I try other models as well. I chose this sidearm because I thought it was fairly simple but its definitely proven to be far more complex than I thought it be and really been pushing me. At least from a newbie stand…