Hey guys,
so ZBrush has all these amazing tools that will allow us to very quickly build all sorts of hard surface models through the use of DynaMesh and boolean operations. The results look terrific, with almost no effort. The resulting topology and polycount is another matter entirely. Especially when building clean assets meant for use outside of ZBrush.
I am working on a project that requires me to model hundreds of switches, dials, buttons, levers, etc. I can knock them out very quickly in ZBrush, but I then need to turn them into low/medium poly versions with clean topology. The kind you get by old fashioned poly modeling techniques. ie. Straight, clean edge loops, bevelled edges to hold the corners, adequately sized quads, etc. Simple right? Well, I am finding it far from straightforward and much trickier than retopologising an organic mesh.
In the attached screenshot you can see a tentative start at using ZBrush’s Retopology tools, but it is taking more time than I would like and the results won’t be as clean as they should be. So I’m hoping to hear from others out there how they approach such tasks.
Any tips or advise is welcome of course.
Cheers!