If your starting off then yes, but with some experience the workflow almost full Z brush with a retopo mid situ to give arguably more control (as the base mesh can move with the sculpt)Originally posted by daverave
I still think its better to create your base mesh in maya, lightwave and so as you have more control.........dave
You don't really get that much more control. When your modeling in Maya, LW, Max, etc. From step one your mostly in a technical mind set. You have to lay down your basic forms, and a lot the time you're spent making sure all of your edges flow right, and that your proportions are spot on. And these sorts of edits take time. And I've found that even if I have a base mesh fully modeled in Maya, when I get it into ZB, I always end up changing it... pushing and pulling the forms, and generally cleaning up the shapes. Just because it's so easy... it lets your artistic side take over.Originally posted by daverave
I still think its better to create your base mesh in maya, lightwave and so as you have more control.........dave
Nah, a lot of the time there's no real need for your ZSpheres to be too complex. Especially when you're just winging it.. too much detail would just get in the way. Of course if you have a clear design you're aiming for, then yeah, ZSphere your heart out.Originally posted by gster123
You know, I feel really silly now.
I was expecting the Z sphere model to be really complex, god knows why!
Haha
I remember when I first looked at Z spheres in version 2 and thought they were great, but went down the maya route for base mesh creation as I felt like I was cheating.
Thats what I mean, I dont try to get the model any thing like finished I just get the extra polygons where I need them with a idear for a finished model. Where are you creating your UVs and where do you edit them. Could you give us a walk through of your work flow say for a model to be animated and texture............sorry lots of questions......daveI still model in Maya, and there are advantages to creating your base meshes there, such as having your edge-loops in place from step one, having resolution where you need it, etc. Especially if you're following a concept.
Agreed. A lot of the time you will go through a couple of meshes before you arrive at your final. It's not worth UV mapping your 500 poly Maya base mesh. I would UV map it right before i wanted to start backing off normal maps. Once the model was completed.Originally posted by gster123
As for UV's I would not even bother unitll the Z sculpt is finished, then do the UV's as they can change if you UV a base mesh then sculpt, again saves a step, and I would prabably do the UV's in Z now with its plug in! Awesome!
Its horses for courses to be fair.