When I am working with panels like this, or sometimes when I extract the part of the mesh to work with it as a panel to localize the headache, I use the shrinkwrap method. I create a copy of the mesh and I delete everything but the boundaries. I keep just the edges or sometimes I convert them in curves, so then I can control the boundaries vertices spacing first with loop tools space. Then I shrinkwrap the new boundary to the target surface. From there I can use a grid to create evenly spaced out loops or I will use the grid fill. At this point, you can add a smooth corrective or laplacian modifier along with the shrinkwrap so you can guarantee that smoothness on the surface. At the very end you'll add the extruded details and at this point you might not even need the boolean cutters.
Hey friend! I ve seen your work and really want to ask very important question for me I m learning ZBRUSH and i REALLY like it for freedom it gives me And i ve got some kind a dilemma I am trying to learn hard surface, but do not really like modelling I prefer sculpting and got an idea to make rude scatches from ZBrush and making retopology in Blender Every one i know believes its pretty dumd not to start from modelling, cause it is faster to make shapes right from the start with no scatch I have also tried automatic retopology with Zremesher with polygroups to make creases, but didnt get an amount of control of shape Do you think it is good idea to start from sculpting and making retopo after it, manual as i think Or better to start from modelling to make Hard Surf? Im speaking about different Sci-fi things like robo-heads and etc Really waitinig for your thoughts about sculptins as part of Hard surface creation
When I am working with panels like this, or sometimes when I extract the part of the mesh to work with it as a panel to localize the headache, I use the shrinkwrap method. I create a copy of the mesh and I delete everything but the boundaries. I keep just the edges or sometimes I convert them in curves, so then I can control the boundaries vertices spacing first with loop tools space. Then I shrinkwrap the new boundary to the target surface. From there I can use a grid to create evenly spaced out loops or I will use the grid fill. At this point, you can add a smooth corrective or laplacian modifier along with the shrinkwrap so you can guarantee that smoothness on the surface. At the very end you'll add the extruded details and at this point you might not even need the boolean cutters.
love this content. Never in a million years would I've come up with using sculpt tools for hard surface modeling.
Great vid
Hey friend! I ve seen your work and really want to ask very important question for me
I m learning ZBRUSH and i REALLY like it for freedom it gives me
And i ve got some kind a dilemma
I am trying to learn hard surface, but do not really like modelling
I prefer sculpting and got an idea to make rude scatches from ZBrush and making retopology in Blender
Every one i know believes its pretty dumd not to start from modelling, cause it is faster to make shapes right from the start with no scatch
I have also tried automatic retopology with Zremesher with polygroups to make creases, but didnt get an amount of control of shape
Do you think it is good idea to start from sculpting and making retopo after it, manual as i think
Or better to start from modelling to make Hard Surf?
Im speaking about different Sci-fi things like robo-heads and etc
Really waitinig for your thoughts about sculptins as part of Hard surface creation
Practice both. It's easy to fall into a comfort zone and stick with one method but it can hold you back from improving.
bro can you make video of full 3d model and texture with unwrap in single video