Right? Take a look at ZRemesher as well - it's still the fastest consistent workflow I'm aware of, though there are cases where you'll want to do it by hand, and that's where Topogun comes in. You'll want to do some clean-up around loop intersections for animated meshes, but considering game models can exceed 100k polygons these days, getting 98% of the way there in a couple of minutes by drawing guides is pretty great.
I really like sculpting and I feel that's ideal for making detailed characters compared to block modelling
Absolutely. ZBrush was revolutionary when it came out, and a large part of why CG took a huge leap forward in the early 2000's. Polymodelling has it's places, but organic detail is not one of them. Doesn't matter whether it's detailing chipped concrete or warped metal, producing gnarled trees or characters, if you want your art to look good outside of "lowpoly" art styles, I'd say a decent grasp of sculpting is absolutely mandatory. It relies more on traditional art skills than conventional modelling, but as you get better you'll find yourself able to sculpt complex characters without references in a couple of hours. Really rewarding being able to make anything you can think of, quickly.
I'd honestly suggest trying Zbrush. It's unfortunately moved to a subscription model, which I'll have to decide on when it gets an update I actually care about (my permanent license no longer receives updates), but nothing comes close in terms of sculpting. It's also pretty great for hard surface modelling where the resulting topology isn't especially important (almost all of it).
Right? Take a look at ZRemesher as well - it's still the fastest consistent workflow I'm aware of, though there are cases where you'll want to do it by hand, and that's where Topogun comes in. You'll want to do some clean-up around loop intersections for animated meshes, but considering game models can exceed 100k polygons these days, getting 98% of the way there in a couple of minutes by drawing guides is pretty great.
Absolutely. ZBrush was revolutionary when it came out, and a large part of why CG took a huge leap forward in the early 2000's. Polymodelling has it's places, but organic detail is not one of them. Doesn't matter whether it's detailing chipped concrete or warped metal, producing gnarled trees or characters, if you want your art to look good outside of "lowpoly" art styles, I'd say a decent grasp of sculpting is absolutely mandatory. It relies more on traditional art skills than conventional modelling, but as you get better you'll find yourself able to sculpt complex characters without references in a couple of hours. Really rewarding being able to make anything you can think of, quickly.
I'd honestly suggest trying Zbrush. It's unfortunately moved to a subscription model, which I'll have to decide on when it gets an update I actually care about (my permanent license no longer receives updates), but nothing comes close in terms of sculpting. It's also pretty great for hard surface modelling where the resulting topology isn't especially important (almost all of it).