Thank you so much for the detailed explanation, Spyndel!
…and I really need to spend more time at the docs page. :lol:
Frankly, so far I’ve just been trying different things out to get a handle on how I can complete a project by exporting between ZBrush and Sketchup–making use of ZB’s awesome organic sculpting tools, while taking care of the hard surfaces with Sketchup’s more intuitive UI. I’ve been using the latter for a few years now, and I’ve been able to sculpt (or draw, in Sketchup’s case) most any hard surface model, and with relative ease. That said, Sketchup is horrible at handling organic shapes, which is where ZBrush excels. The amount of details you can add with ZB using alphas is unbelievable, and the ability to sculpt 3D textures just from a picture is downright insane!
The reason I have to export back and forth between ZBrush and Sketchup is because I need very precise measurements for ball-and-socket joints as well as the size of the model. Among other things, I “customize” actions figures for people, and the joints need to be the right size so they can fit onto the figure they’re designed for. Another example is Transformers toys. A head cannot exceed the size of the hole that it has to fit into between robot and vehicle mode–also the size of the ball or socket has to be exact to fit with the joint or socket on the toy itself. Even if I were to design an entire figure from scratch in ZBrush, the minute clearances between joints has to be accurate right down to a fraction of a millimeter for it all to work. Unfortunately, ZB’s transpose tool isn’t nearly accurate enough for the job.
Hence, the need to export to Sketchup for resizing and finalizing the model for print.
I’ve come to realize that Sketchup and ZBrush are much too different in the way they work to be able to sculpt the same parts of the model consecutively. Basically, I’ll have to minimize any “cross-sculpting” between the two softwares. The only thing ZB has a problem with is measurements. I’ll have to either remesh or decimate the model to a manageable polycount (10k or so) and then export it to Sketchup for resizing. Ball-and-socket joints will be the final parts made in Sketchup so that they’re the right size, and then exported to ZB and merged with the main model.
In short, you’re absolutely right; I really need to rethink my workflow. Or rather, establish a workable one.
If only ZBrush had a more reliable measuring tool, I’d simply sculpt the basic hard surface shapes in Sketchup (because it’s admittedly quicker) and then do everything else in ZBrush. I can’t wait so try out 4R7; the new hard surface tools could be the perfect solution to my problems once and for all. Better still if they threw in a measuring tool!
100% made in ZB = no headaches. :lol: