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Old 05-18-2011, 04:05 PM   #1
Rashed Haikal
Amman, JO
Join Date: Jan 2010
Posts: 19
Head modeling from scratch..

Hi, im starting to learn organic modeling and i have a question:
is it still necessary to learn how to model a human head from scratch in 3ds max for example and then export it to zbrush and do the detailing and stuff, when zbrush offers a base mesh for a head?
Old 05-18-2011, 04:16 PM   #2
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Patrick Boisvert
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Yes, because you need to understand how to build edgeloops that will deform correctly for animation.
Old 05-18-2011, 04:43 PM   #3
Ryan O'Brien
Join Date: Jun 2010
Posts: 137
I would actually say it's better to do it the other way around. First sculpt the head in Zbrush then retopologize either in Zbrush or Max. But, you don't need good topology if you aren't going to animate and are not making a game model. If you just want a single frame then good topology isn't relevant.
Old 05-18-2011, 06:25 PM   #4
Christoph Schädl
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i also prefer to sculpt first and than do the topo...

i sculpt all my heads from the mud base head...
first a rough version...
retopo in 3dcoat...
and the final sculpt in mud...
Old 05-18-2011, 07:26 PM   #5
Rashed Haikal
Amman, JO
Join Date: Jan 2010
Posts: 19
thanks everyone.
I think ill go with Arrimus's way, sculpt the head in Zbrush then retopologize, because for now i just wanna model some stills without any animation yet

@oglu thank you ill try 3dcoat
Old 05-18-2011, 07:26 PM   #6
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