ZBrushCentral

Question: Should I start Max3D for low poly from high poly or use qRemesher?

Hello!

I would like to know if I should start learning Max3D for making/refining a low poly version from my high poly ZBrush model, or is ZBrush going to be really good for this and I don’t have to learn refining each vertex in Max3D.

I am a beginner, and all the tutorials I watched for low res game character production included a huge amount of time refining the model in Max3D. I know it is great to be able to do that within 10 minutes, but I ask myself if I should spend half a year becoming a top retopoligzer in Max3D while ZBrush will be able to give me about the same results in the current qRemesher or with an update that will be released in 1 month :slight_smile:

qRemesher seems to be becoming very good, but I don’t have any experience if it is sufficient for a well-made game or if manual work in Max3D is a must.

I hope that I could explain my question well.

Thank you very much for a reply.

bump

in my experience so far, and I am no expert, zbrush poly reducing techniques through qremesh or decimation master are good for organic models that aren’t going to animate. Using tools like ndo and xnormal you can get pretty nice results on a doughy, smooth shaded low poly with a normal map.

For hard surface stuff, you will probably want to stick with max or maya low poly tools, you’re gonna have a lot more control out of these, control that is very needed for low poly game stuff.

Thank you. What I read from your reply was “Don’t use ZBrush’s poly reducing techniques if you want to animate organic models”.
I just hate retopologizing and was hoping that we didn’t have to do it in these modern times :slight_smile: