How would you go about making something like this?Do you start with a low poly then import it into zbrush where you do all the high detail?Do you import the whole thing all at once?
you can do that with maya/blender/3dsi don't know how he achieved that "stylized" look however
>>602025Given that all the edge chamfering is the same width, this can easily be done by just making the low poly and baking the normal in MODO with the rounded edges shader.
>>602028Even Blender has that now.
>>602042Fucking BASED. Is there ANYTHING Blender can't do?
>>602045>Is there ANYTHING Blender can't do?Easier user interface
>>602045Being relevant in profesional production environments
>>602025I make everything in zbrush for example. but I don't sculpt everything.
>>602042Yeah but as usual real DCCs do it properly.
You could do the whole thing inside Zbrush with Zmodeler, but for hard surface I'd rather create the base mesh inside Maya and sculpt the details inside Zbrush. If it's intended for a game, export the normal map from zbrush and apply it back to your low poly version inside your main modeling software.
>>602045Give people jobs