ZBrushCentral

Hard surface tools, purly conceptual?

I understood you. But there’s no difference between retopologizing a character and retopologizing a hard surface object, it’s the very same workflow: create a high poly mesh by however means necessary, retopologize a new mesh around it, then bake your maps.

It snaps to the surface, that’s all it needs to do. Surfaces don’t extend beyond border edges so it’s not going to ruin your silhouette. Its not going to ruin any circles unless you use insufficient geometry, and it’s not going to put bumps in planar areas. If your sculpt is straight, your retopology is going to be straight.

Im talking about creating a new cage from retopology, that basic frame which can be taken to another app if needed, and continue to build this low poly geometry not needing any maps to produce its shape.

Which isn’t something that one needs to do and was touched on in post #4. It may be something you would personally prefer to do for some reason beyond me, but it’s not going to interfere with the answer to the question (that zbrush can create hard edged models that are useful for movies/games/simulations/printing/illustrations/etc).

If that guy who made the radio retopologized it, baked his maps, and showed you the result (or showed you any model ever), you wouldn’t be able to tell by looking at it if the model was retopologized or created by scratch, and you wouldn’t be able to tell if the highpoly source was sculpted, sub-d modeled, or low poly+floating geometry. If it’s done perfectly, you shouldn’t even be able to tell if you were looking at a low poly or not.