Matzi - they’re subtools. Polycoutn is around 70k
And HD Polycount?
How did u made the armor parts? disparate or extracted from the mesh?
Or with primitives?
I am a little bit confused. The whole model is so detailed.
It looks all like HD geometry.
How u geht those perfect armor forms?
Sry for so much questions, but i am a zbrush rookie.
Sculpting organic forms is ok but i have problems with neat armor parts.
This is my first try with armor (and third modell).
I sculpt a draenei too, for a friend (his wow char).
Today i found your post.
Damn but it looks like a work from a 3year old kid against yours^^
Some parts i extrac out of the mesh and some made with topology and primitives.
The armor parts are subtools with polycounts from 100 000 - 2mio.
The body will be sculpted in HD Geometry.
Confused workflow…
Some advise from a pro would be nice.
Attachments
Matzi - haha you’re getting confuse!. for armor pieces I didnt make final models in Zbrush . I just sketch a rough shape of armor in zbrush and then retopology them and brought to maya to remodel them. and then import back to zbrush for detailing piece by piece. that’s how I work. It’s not one shot in zbrush . for some curvy shapes, modeling in 3d application will faster than zbrush sometimes .