Remember this guy? I'm done with the basemesh and ready to send it over to zBrush for sculpting. I still have to UV him, but that's not a very exciting step to blog about...
The model is much denser than I would usually make it, but our teacher insisted that we put most of the detail in the basemesh to avoid having to retopologize the model after sculpting. I also felt that I had more control over the shape despite there being more manual work. I want to try a different workflow some other time where I instead start from a really rough basemesh, do all the detailing in zBrush and then retopologize the model when I'm done. I think this could be a lot faster and looser, but it kinda depends on me finding a good retopo workflow which I've heard zBrush lacks.
Enough about that though. Here is my guy:
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