Hey Guys,
Thanks in advanced
Bb
Hey Guys,
Thanks in advanced
Bb
Regardless of end output, you should be sculpting with quads in Zbrush. The sculpting results you’ll get from an abundance of tris will be terrible.
The best thing to do would be to sculpt on a mesh composed of evenly distributed square quads, then construct in Zbrush or elsewhere, a more deliberate mesh for the end output, and project the hi res detail onto that mesh.
ZB you definitely want to stay quad friendly. I mostly stay in quads myself. For triangle-based engines, when I’ve need to test output, I often get out xNormal and use UV matching between High and Low res models to generate a normal map.
-K