ZBrushCentral

Question regarding hard surface tools and technique

Hi,

Thank for reading my post. I have a question regarding hard surface sculpting tools and techniques.

So, I’ve been practicing and researching all the different ways that a person could generate hard looking surfaces in zbrush.

I have found that there seems to be two workflows.

The first workflow seems to be clay buildup --> Trim dynamic --> hPolish --> retopologize --> apply creases.

The second workflow seems to be start with a dynamesh --> use SliceCurve to generate the desired shape
–> Separate the shape --> zRemesh it for good topology --> use zModeler (or panel loops) to add thickness --> apply creases.

I have tried both workflows, and I don’t get good results with the first , but I tend to get great results with the second.

So my question is this, is there anything that you can do with one workflow that cannot be done with the other?

And to give more context, I have been practicing by making medieval knight/warrior type characters. Using the second workflow, all of my armor pieces came out with even thickness, smooth surfaces, and I was able to easily apply trim. Using the first workflow, my pieces looked lumpy and uneven. I had to spend so much time using the flatten brush to get the surfaces even remotely close to even. But, I see so many people on YouTube and other training sites using the first workflow. I am trying to figure out what – if anything – am I missing.

Thanks for any feedback.

Any time you hand-sculpt a high poly mesh, it is going to take on imperfections. A skilled Zbrusher with an artist’s touch can get good results, but close scrutiny will always tell.

That’s fine for some looks, but if you want machine perfect HS, you will need to avoid doing any hand sculpting with high polycounts. High poly meshes, such as those generated by dynamesh, can be shaped into flawless hard surfaces using the clip, trim , and slice brushes. Dynamesh can also be used to quickly fuse meshes or cut meshes, so you can get pretty far with just that. Any method that you can use to establish polygroups, can be used to create panel loops, or otherwise extruded. Live Boolean can also be used to derive complicated machine perfect shapes. Gizmo deformers are very useful.

You neglected to mention the absolute best way to do HS though–low poly with ZModeler. Low poly modeling with more traditional modeling methods will always give you the best control AND create a highly versatile, portable, and editable mesh.


Pros and cons? depends on how you like to work, and your intended output. High poly HS is great for 3d print, but generates meshes that are problematic if intended to be used in other low poly programs. Someone may have more affinity for one way of working or another. There are some shapes you simply can’t create with cliping and slicing, and you will need low poly tools. Likewise, using a more freeform approach of high poly HS with clipping and slicing and booleans can let you explore shapes quickly that it would be difficult to imagine or model while in a polygonal modeling workflow–the lay of the topology in a box modeling workflow can constrain the way you think.

My personal preference is to do concepting or exploratory work with a more free form medium poly workflow. I create shapes that way I wouldnt have thought of while box modeling. However, if possible, I always try to get to a pristine low poly cage at some point. Zremesher, even much improved as it is, will still not get you all the way there for some things. I still need to do manual retopology on occasion, which is a drag to do in ZB because the retopo tools are sorely dated, since the focus has been on pursuing a “magic button” solution with Zremesher.

Thanks very much for the response Spyndel. I think you confirmed my gut feeling that, for the type of work that I am looking to do. Dynamesh + Clipping brushes + zmodeling should get me plenty far.