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…
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…
Yep I was referring to more character accessories, maybe that's where the confusion came from - for vehicle/weapons I would use more hard surface modeling than sculpting :)
That robotic bust of Selwy's is crazy good, just goes to show you what you can do with the hard surface brushes in ZB when you get enough of a grip with them. Just awesome! Thank you :D
100% agree! I think we're right on the cusp of something great, like a huge sweeping change in how hard surface modeling gets done. Whether it ends up being like Modo's MeshFusion or something else, I think it's definitely due. Exciting!
Yeah, if you need to follow something very precise from the start then zbrush is not an ideal tool since everything needs to be eyeballed. Going from a block out to finalized/perfectly clean hard surface model entirely in zbrush isn't a good idea at this point in time. I find that using predictable brushes instead of the…