SubD Modeling vs. ZBrush Hard Surface Modeling | PART 2

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This video is the second part of the series where I compare the two hard surface workflows (SubD and ZBrush). Hopefully, this will give you guys a rough idea of which one to use for what case.

-SELECT ONLY HARD EDGES SCRIPT-
polySelectConstraint -m 3 -t 0x8000 -sm 1; // to get hard edges
$selection = `ls -sl`; // Save selection to tmp var
polySelectConstraint -sm 0; // Reset contraints
select $selection; // Push tmp var to selection

Copy and paste the lines into MEL script and save it as a shelf button. Remember to save the shelf, otherwise, it will disappear after reopening Maya!
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Awesome stuff. SubD is a better way to work if you want to have control over your bevels. Especially if you are giving your model to the next person. But the zbrush workflow is fast and painless

wirrexx
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yeah, the zbrush dynamesh combo saves a lot of time on those more complex pieces, i like using polygroups and then smoothing by groups when there is trouble. subd is still quicker for really simple shapes of course.

isaach.
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Nice, congrats!!!! How fix the topology for Game ready? Manual topology or plugins?

raulgomez