In this project, I wanted to delve into testing the modeling tools that ZBrush has to offer, and the experience was truly amazing.
I followed the brilliant tutorial by Henry Chervenka, where he explains in detail how he created this model. I highly recommend it to anyone interested in learning hard surface modeling in ZBrush because it offers a unique learning experience.
I used ZModeler extensively in the making of this model. I find it much easier to model using a pen and tablet compared to other 3D software where a mouse is typically used.
Initially, ZModeler may seem a bit challenging, but once you grasp the concept, you'll be amazed at how fast you can achieve the desired results. It's like magic, and there's no other way to explain the QMesh tool.
Hard surface modeling in ZBrush also involves a lot of boolean operations and ZRemesher. Using this method can be a bit tricky and may require some trial and error, often leading to the need for mesh cleanup. However, using poly grouping proves to be extremely helpful and, in fact, essential for success.
Another easy-to-use and great tool is creasing. Dynamic subdivision helps to achieve clean shapes and sharp corners without the need for numerous supporting loops.
This was by far the most complicated model I've ever created. To tackle the challenge of UV unwrapping, I decided to try Rizom UV, and let me tell you, I was not disappointed. It made the whole process fun compared to doing it in Blender, as I used to do before.
As usual, I took everything to Substance Painter for texturing, and the final rendering was done in Stager.