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Hard surface workflow confusion

Hi guys I’m pretty new to zbrush and have been following some great youtube tutorials on hard surface modelling. So far I sculpted my model then retopologised it to get it looking clean. Now I’m adding extra details with dynamesh like using booleans to punch holes in the model and sculpt extra fine details. But none of the tutorials explain what to do next so I have a high res dynamesh model with extra details and an early low res retopologized model with no holes. What is my next move to get a hi res and low res model into substance painter and Maya for baking and rendering? I’ve attached a screenshot of an example of the kind of details I want to achieve in dynamesh from one of the tutorials I’ve been looking at. I hope this all makes sense!Screen Shot 2018-09-15 at 13.52.21.jpg

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Screen Shot 2018-09-15 at 13.52.21.jpg

After retopo you will not use dynamesh it will destroy all topology
use normal subdivide then project the detail from from high-res mesh

the workflow is like this
1.sculpt as you wish
2.retopo << this is your low-res mesh
3.subdivide low-mesh then project the detail from high-res mesh << this will be your finish mesh with good topology and polygon you desire then bake detail from (1.) which is have highest-detail but bad topology

Many beginner have misunderstood the concept of retopo it doesn’t mean low polygon it mean good topology.

Ok thanks I thought the method in the tutorials didn’t make much sense