I was talking to some people the other day who basically were trying to tell me that you still needed a polygon modeler, especially for games, to work in zbrush. Some of them use zbrush and I was wondering how they came to their conclusions. So I decided that I would post here and try to give some love to zbrush’s polygonal modeling tools, that seem to be looked over, even feared or hated by many artists.
I know that you can box model from the ground up in zbrush but that doesn’t really take advantage of the programs strengths I think. But the topology tools offer a really cool way to combine the two experiences of digital sculpting and poly manipulation. Being one of those people who really grew up modeling with polys and subdivisional meshes—although I never want to go back after sculpting in zbrush—I still love to work with them and like to keep them a part of the workflow.
So I thought that I would try to get an idea about how other people are using these tools by starting with a workflow question. I was wondering if it would be worth retopologizing your model as you sculpt it? For instance; after you do the zspheres, adaptive skin, convert your mesh and block out the shapes to about 2-3 million polys. Can there be any advantages to retopologizing before you finish or would you just always want to save that for the last step?