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Old 02-03-2013, 05:02 AM   #1
swarmedia83
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Leonel Perez
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Workflow question.

I know its a question often asked, and many times its the same answer. Which is "there is no one method of doing things".

To elaborate im referring to the general workflow of sculpting. Now, my mind is always set to want to model so that model can be rigged and animated. Thus i normally start in maya and detail in zbrush. Though ive been told you can simply sculpt in zbrush with zspheres, retopologize, etc. My question is: which is most efficient? I know it depends on preference, i do. I simply want to know the reasons why would one be more efficient than the other.
 
Old 02-03-2013, 05:38 AM   #2
Panupat
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Panupat Chong
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In my studio, modelers only model in Maya if the model needs to match concept art precisely. Other wise, it's Zbrush all the way. With Dynamesh, it's very fast and easy to push and pull your model to get any shapes you want.
 
Old 02-03-2013, 05:56 AM   #3
swarmedia83
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Im not too familiar with dynamesh. Ive heard zspheres are somewhat better still. In your experience if they begin to model in zbrush is it simply to have a maquette? Or are they retopologized, and rigged? If so which process would you say is most efficient?
 
Old 02-03-2013, 09:11 PM   #4
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Kevin Baker
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Quote:
Originally Posted by Panupat
In my studio, modelers only model in Maya if the model needs to match concept art precisely. Other wise, it's Zbrush all the way. With Dynamesh, it's very fast and easy to push and pull your model to get any shapes you want.


Is that just for charecters, or hard-surface stuff as well? ZBrush's hard surface tools are pretty cool, but in my experience, retopoing ends up taking longer than modeling it in Maya would.
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Old 02-03-2013, 09:11 PM   #5
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