![]() ![]() But personally I’d recommend learning modelling in a conventional package like Maya just to be safe, because even if you do some of your build in ZBrush, you’re almost certainly going to have to use Maya (or whatever the studio’s main tool is) to make your model conform to the studio’s conventions. As long as it can be accomplished efficiently within the constraints of the bid schedule, and is ready to be passed downstream in the studio’s conventional format, then modellers sometimes have freedom to use whatever software is available. ![]() It’s important however to mention that a lot of studios don’t necessarily dictate how a modeller should do their work initially. That’s not to say that ZBrush isn’t used for hard surface though it’s often used for displacements for vehicles, buildings, etc but the geo for these kinds of builds is generally established initially in something like Maya. Personally I’ve not seen ZBrush used for initial hard surface builds and then retopologised, that’s a workflow generally used for taking concept sculpts of characters and readying them for use in a production pipeline. ![]()
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