Really cool vids, and nice ideas!
Maybe I’m old school, but I still don’t really see the point in doing non-organic, completely hard surface work in ZBrush… maybe it’s for a new breed of artist who doesn’t like working with traditional modeling packages? For example- in one of the videos there’s a point where you say something like “And to get to this point it only took me 20 minutes”. My first reaction was “only 20!?” Something like that should only take 5 minutes in a traditional modeling app, even taking freeform loose design into consideration. It also takes 4 or 5 tries to get the shape you were after, drawing the ‘create from outline’ or whatever, and then when you weren’t happy with it you used the move brush to tweak it into position- and ultimately ended up smoothing out some of the hard edges (on accident?). It’s somewhat frustrating to watch (based on my own experiences with attempting hard surface work in Zbrush), because I sometimes just want to grab the freaking vert and move it where I want it to go
And to be absolutely clear: I’m not trying to criticize- I’m hoping somebody can give me some information that I’m missing… because after all of the Z4 hard surface hoopla, I’m still not sold on its usefulness. I want to be! I want to believe that it’s this super fast and useful way to create hard surface stuff, but everything I’ve seen seems slow as hell (relatively speaking).
For example-
I tried my hand at doing hard surface work in Zbrush, the idea of shadowbox was super exciting… but I found that after all of the masking, polishing, creasing, and smoothing (not to mention the PILES of subtools with no way to organize them), it really didn’t save me any time at all… so I figured maybe it was just me… let’s talk to an expert.
I have a coworker who swears by shadowbox, and has done some extremely nice stuff with it- I couldn’t even tell some of his work was done in zbrush, it looked like it had been done with a traditional SubD workflow. He told me that I’m just not used to it, and that it gets easier/faster to work with- so I arranged a friendly competition. We both took the same design for a gun (not really organic at all, your typical M16GL type of job), and I knocked it out from start to finish in about 6 hours (no UVs, textures, whatever… but finished, and detailed). His was pretty far along as well, but lacked any real polish. It certainly wasn’t to the same level I’d seen his other shadowbox work at… And to top it off, his topology was completely unusable for anything other than a decimated export->render…
So I guess my point is- If the primary purpose of ZBrush’s hard surface tools are to aid in concepting (because the topology is no good for production), shouldn’t they at least be easier/faster to use than a traditional modeling workflow?
I hope I’m not going too far off topic here, and I’d welcome any thoughts on it… I’m quite certain that the sculpting tools in Z4R2 are going to blow me away as usual- I’m just curious why anybody bothers to do completely hardsurface work in it… this video supports my concerns that it takes way too much time to do relatively simple things…
I can definitely see the perks for somebody who is new to modeling- you don’t have to worry about all of the various subd rules… poles, ngons, terminating tris, changing form, etc… you just take two shapes and bang them together et voila. (after mush polishing and masking, obviously :D) But surely that can’t be the only perk of using zbrush for hard surface work, can it?