Is Zbrush worth learning if I just want to make heavily stylized, lo poly rigs?
>>580191like pic related? no. that's a task for box modelling, not sculpting.
>>580195could start in zbrush to get general shapes in, then get your box modeling on in retopo
>>580191>stylizedthen why is your pic photoreal?
>low poly modelsUse max or Maya Which ever ur more comfy with
>>580191The shitty stuff in OP is regular modeling with a shitty decimate modifier on top. Don't do that. Sculpting couldn't hurt to learn if you want to do characters but you'll probably want to box model it.
>>580377> is regular modeling with a shitty decimate modifier on top.How can u tell? It does look simplified, but how can u tell from looking?
>>580378he can not, decimation turns into triangles, since there are triangle shapes in this model, he thinks it's 100 % done this way. >>580341this is another retard
>>580191No. You'd be dumb to use Zbrush to make stylized lo poly rigs. Vertex modelling is the best way to do that.
>>580378Because faux poly was spawned from a literal Blender tutorial that specified how to upfuck a model to make it look angular.
>>580401>decimation turns into triangles,It can turn some things into triangles but there are several methods. The amount of triangulation depends on your settings. Everything is triangles anyway.
>>580191>"I suck at modeling. Please, validate my mediocrity, guys."What did he mean by this?
>>580443> Everything is triangles anywayWhy is this such a persistent meme? This is true on realtime GPUs nowhere else
>>580377>>580453eeh no, the shapes look intended enough to not be a cheap decimation, im fairly sure its stylized low-poly, not too bad actually>>580375>>580425accurate>>580443Zbrush's decimation is always triangles
>>580511not a meme anoneverything rendered is ultimately split up into triangles, be it CPU, GPU, realtime, raytracing, etc.
i started in maya, i also learned zbrush, i say they both have their uses for different things, i use uv master to optimize almost all my objects even ones from maya, so i dont see why not learning it, but if you are working with only low poly rigs i wouldnt even bother with zbrush.
>>580511It is such a persistent "meme" because as of today it's 99.9% true.Even offline renderers prefer triangles because it's easier to optimize for a single type of ray-surface collision.>>580529Not eveything but you can count the exceptions. Povray has solvers for a variety of implicit surfaces that render directly but the development efforts for that approach ended around year 2000 because the main motivation was scarcity of RAM memory.
>>580529>rendering lines is split up into triangles ',:^)