At that density, the entire character can only be used for rendering.
If you want something game spec, guess what? You have to retopo again with much less density, aka manually.>>498108
If you can, it's faster to sculpt the entire person, then retopo. Things like fingers and toes are a bitch though.
The emphasis is that the final sculpt will be retopologized if it's being used in a game or movie, unless it's a "concept sculpt" like >>498126>>498119
3D artists are kinda know as not being good 2d artists. pushing polies in 3D is much faster, and gives them variations much faster than 2d. They can then choose which one they want to spend time one and finalize with a much better idea of how the final version will look.
-Then it's easier/faster to just keep tweaking the rough start, retopologizing where needed etc. >>498126
It's unimpressive. Prolly no more than 20mins was spent actually sculpting"inflate brush. The painting is actually more impressive. The last 20mins were prolly spent in PS assembling the presentation.>>498130>Why would you do the blockout with polymodeling?
Was zbrush 3 your first zb or something?
Before zhpheres and dnamesh you start with a base mesh to ensure polies were even for best subdivision.>>498143
Pure ZB will get you so far.
From a technical point of view, box modeling and moving verts, manually removing ngons, figuring out what's wrong will help you be more knowledgeable about what's going on under Zbrush's hood, and any sculpting tool I guess.>>498136
Doing the "basic concepts" in 3D is MUUUUCH faster. That pic is not a "basic concept" though. That's something more time was spent on to be showed to a studio, supervisor, client, or portfolio piece etc.