Heya fellas and fellettes.
I see the need to incorporate sculpting into my workflow and started for the first time today.
I finally decided to try Zbrush out and try to produce something. Peris posted his nice Generic Wall Tutorial
and that has given me inspiration to create one of my own.
My goal with this first test was to get the workflow down. I didn't spend a whole great deal of time in Zbrush as I wanted to take this all the way to the low poly and baked normals as fast as I could to learn the workflow.
Low-Poly in max with Xol's shader, AO for spec/diffuse, 450 tris per module
I feel that by whipping through this one I am able to see where I need to improve on.
Things learned for the next wall:
-Super fine details can get lost no matter the texture res (work on lower sub-d)
-Xnormal hates large .ase files from max, but loves large .obj from zbrush
-Low Poly version takes too much time at the moment, work smarter and faster
-Using less geo on low can still result in a nice silhouette, normals seem resillient
-Use Teaandciggarettes idea from his thread to create more angular creases
-Sculpting each brick in Z, take into Max, arrange into wall, export back to Z and remove symmetry seems viable.
-Drink less coffee when sculpting
I hope to move onto my next wall tomorrow and concentrate more on the shapes and forms in the sculpt this time, now that I have gone through the workflow and will, hopefully, have your critiques to incorporate.