ZBrushCentral

Umm...

Sorry if I’ve posted this in the wrong thread, could a mod please move it to the correct thread if I got it wrong.

I’m (very) new to Zbrush, and have encountered a few problems while trying to adapt it to my uses.

First of all, I tried to import a OBJ from Cinema 4D, in which case Zbrush told me it has more than four sides, or something like that. With other software I can change the OBJ type to quads and it would probably work…

Another thing. I’ve noticed that many people do some rough modelling in like, Maya or Cinema 4D first, AND THEN import into Zbrush. Is that the way things are done normally? What if I just started to sculpt from scratch in Zbrush, would that work as well?

Thanks in advance!

It all depends on how you wanna use Zbrush and what you are actually using the mesh for afterwards. If just for artistic purposes or still images of the finished high poly mesh, then using Zbrush primitives and sculpting is fine. But if you plan on doing almost anything else with the mesh the pros will say that it is better to make the base mesh in an actual 3D modeler (most use a universal mesh or universal male that they use for multiple projects. Saves time) (because Zbrush is more of a 3D modeling tool than it is a 3D modeler). The problem is that sculpting in Zbrush without having a base mesh to work off of requires you to sculpt and then retopologize to add in the edge loops needed for later use of the mesh (for either game models and/or animations) or to fix the geometry of using primitives and/or Zspheres. In the end it is all up to what works for you. You will find some that do the whole process in Zbrush then only export it out to render and animate. Some will do all the modeling in a 3D modeler and only use Zbrush for making normal and/or displacement maps and/or texturing. Then you will find some that will do everything in Zbrush. So experiment and see what works for you.