yup the skinning must and will be redone for sure, the shoulders are basicly the only bugger at all tho lol, was quite smooth to skin it actually
the spec map should depend on the structure of the object but so far it has none, im still not sure if the hexa weave will look descent either, after wathcing the anime now im more for somin like vines or thick venes or somin growing round her, will have to watch it a bit more i guess to get the feel right, im quite happy so far tho, its not that much off from the original even tho i just started watching the show 2 days ago long after the basic model was done
, one should prolly watch such references before one starts tho i think
there shouldnt be any smoothing errors actually, except maybe on the extruded edge, didnt check those in particular, the other hard edges are supoposed to be that way
even quads are not enough for zbrush to project details accurately, you would need perfect quadrats or at least rectangles (but more of those) for it to not distort the texture which is a heavy bummer, use a tri or a traqez in a prominent spot and all goes to hell, svcks if you just finsihed a (in your mind) wonderful model, export the textures and they look like "EEEEEK WTF happened here?"
also tris dont work with all functions of zbrush, some simply wont work if there are any even tho zbrush creates tris itself with many of its tools, using only quads however creates poles and more polies hence its often a battle to decide wether you want to use a quad or a tri
will have to try polyboost one of these days,
i kinda like zbrush retopo but its for one totally wrong how you get to that function (rigging??? what has that to do with it???), for another does it change the size and position of the mesh due to the rigging and its a hazzle to fit it back on whatever it needs to align to and last but not least does it have basicly only one function,
and this one function has many flaws -.-:
-you need to click ctrl every 2nd line
-you cant make connecting lines if you cross an intersection, the next line will start from the prio vertice again (do they want us to build massive poles instead of a topologie???)
-the vertices vanish every 2nd click and i have to rotate the model to get them back
-moving a vertice makes it loose the hold onto the surface
these together make the workflow really slow, i took about 1h per elemnt of this armor (body suit, arms, legs, blades), only the pauldrons went by quickly
max, blender and co also have snap to surface settings with which you could simply do the same with all the super functionality of those programs, decimation master plugin for zbrush makes sure you can use kinda medium poly models that show all the detail you want to transfer, topogun can even import high poly models tho its also advised to use decimation master beforehand, sadly DM creates tris or it would be totally amazing to create low polies from sculpted meshes and we could spend the time we retopo atm with somin creative and productive (4h retopo like in my case would have been enough to sculpt for example a t-shirt jeans combo)