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.