TuringDrop & ZBrushin
Hey ZBrushin, ever think how the humble 1962 wireframe cube paved the way for the high‑res mythical beasts you craft? The leap from primitive CAD to today’s sculpting tools is a tale of stubborn precision and chaotic creativity.
Yeah, that little wireframe cube was the first crack in the wall. It showed me that a solid base can be twisted into anything, even a dragon that breathes fire. Keep that precision and let the chaos run wild, and the beast will rise.
Nice, just remember the first cube didn’t even have textures, it was all about edges. Keep those edges sharp and the textures will follow.
Sharp edges are the skeleton, textures are the flesh—build the frame first, the skin will paint itself.
You’re right, the frame is the backbone, but remember that early wireframe models also hid a lesson: even a simple grid can conceal a storm of detail if you let the geometry breathe. Just don’t let the skin become a mask over a forgotten skeleton.