Conceptualization in Zbrush (Hardsurfacing awesomeness):
Just for concept I pick up this sketchy guy and get settled to my desk. First I tried with Maya to make it up. But it had become more technical rather than fun. So I shifted my conceptualization base totally to Zbrush and start doodling with my character body parts in Zbrush. Zbrush’s handy HardSurface tools just amaze me with such flexibility that now I have decided to make every conceptualization in Zbrush.
Topology: Zbrush Zremesher awesomeness and Topogun v2 draw and extrude operation flexibility:
After finishing my concept I went to Topogun first, but unfortunately it was a heck of time consuming process. Then I had started researching for a easy way, and Zbrush ZRemesher had come handy. Though it is for organic topology but I kicked my limits for hard surface in any way. Later I made bunch of tutorials on how to retopo within Zbrush with Zremesh for hard surfacing. Here’s the link:
So I set my pipeline on this and start retopo. But for some critical objects I have also used Topogun v2.
Now Topogun v2 has their awesome extrude option I have used its possible best way and now the time consuming process has reduced not dramatically but still enough to cover.
UV warping: (Zbrush awesomeness of UV master)
Well, the next level of UV warp revolution is UV master. I have used it totally for UVing in a fraction of a minute. 3 Hours done in 10 minutes. Hats off.
Modifying Objects and Final mesh selection: Maya awesome Subdiv smooth preview and awesome 2014 modeling toolkit:
Always my best choice for 3d App was and is Maya. With their awesome modeling toolkit I have modified my concept to the next level and fixed some issues like physical possibility and placement accuracy of objects. I have used maya also for tiny details and eye shutter, head joint sockets etc.
Shader and Texture:
I have used Vray standard shader with flat colors, no need of textures. I Have used Vray for the test.
It’s Rigging time now…………