Well guys, the title pretty much condensates it. I’m starting the project for a small (therefore indie) game that I have on my mind. I’m wondering what is your opinion about wether sculpting in ZBrush or just plain Modeling in Maya should be enough? Maybe a little of both? Maybe a lot from both? Maybe none of them? I know that it may seem like a simple doubt but is one that’s eating my brain alive, so I would very much enjoy all the positive answers you guys could give.
If it helps, the game has an adult thematic about regret and life choices, but in a science fiction world, kind of surrealist. I know, makes no sense (but in my head it does). Remember that this is one a one-man team and thank you beforehand for all of you who took a time to answer the thread.
Just modelling probably. My advice would be keep it as simple as you possibly can, cut anything that isn’t vital, otherwise it’ll never get finished.
Use whatever tools can get you there fastest. @BigDaz is right, focus on finishing first, or at least getting started first. If you’re a great sculptor, sculpting, then retopologizing may work best for you. For someone who prefers modeling, the answer would be the inverse. It could also depend on the object; you might want to sculpt a tree, but model a crate for instance.
If you’re asking specifically which skill you should focus on to learn to hone better, nobody can answer that question but you.
Good luck!
Thanks a lot, guys!
Confused about what your asking… So I will try and answer… I work on games professionally so if you want to do high poly , then Zbrush, if you want low then Maya, yes you can do high with Maya, but if you want more detail then Zbrush… So it depends, what your interested in… Now if its for a game, it depends on the style your going for, low , high poly etc…
partly right… the answeer is more complex.
if you want to model organic and irregular surfaces like humans, creatures, some big trees etc then
sculpt>remesh>bake works fine but you can also model>refine and sculpt > bake
if you want to model what we call “hard surfaces” like cars, guns, anything industrial with sharp and precise shapes then
model > refine > make a hi poly > bake works better