Hi, so I’ve been using Zbrush for a few years, but am starting to plateau and want to start making some more realistic portraits, and I have some questions about the suggested workflow. Essentially, I sculpt and detail everything in Zbrush and then texture and render everything in Vray for Cinema 4D. Because that’s what I have and I’m used to it. I primarily sculpt for 2D art. No animation of game assets. Strictly to be rendered. So here’s my typical workflow:
-
Dynamesh until it’s fairly detailed and I’m ready to start things like wrinkles and pores.
-
Zremesh the whole thing to as few polys as possible and project the details on around level 3 or 4? *More on this part
-
Add sub levels as I go, and do things like pores on level 6.
-
Unwrap everything and rely on Zbrush to UV map for me. (Good or bad idea?)
-
GoZ everything to C4D.
Questions:
Mostly, I’m wondering when the best time is to STOP using dynamesh. I’m terrified of “moving” the mesh around, or doing geometry changes after remeshing, because I rely so much on Dynamesh. Is my mesh going to be a disaster if I keep sculpting on say, level 4 sub? Should i reconstruct the geometry if I’m doing this? I’ve never actually used that option.
While dynameshing, I tend to smooth everything out and remesh CONSTANTLY. So much that’s hard to get details like eyelids because I’m OCD-like smoothing them out. But when I watch people sculpt they rarely actually remesh. Am I shooting myself in the foot here?
When is transpose done? At the end? Before I detail?
I don’t often get as clean a texture in my displacements in C4D as I can see in Zbrush. I found a helpful guide with settings and how to exactly set it up. But one, it’s a bit outdated because of software updates, and two, I still get sharp results. I’m wondering if this is a UV issue, because I rely on UV master, or just C4D sucking at displacements?
Any help would be great, thanks!