A common workflow is to convert them to polygons first, either a simple mesh and baked details, or just a high-res mesh. While retopo is an option, there are ways to use a non-all-quad mesh even when sculpting: ruclips.net/video/wVRt1lC-wec/видео.html Even if retopo/all-quads is still required, I find the workflow to be more fluid and would still want to start with Nurbs.
Awesome!!
Thanks!
How are nurbs different in texturing? lighting? and being used in game engines or blender for animation?
A common workflow is to convert them to polygons first, either a simple mesh and baked details, or just a high-res mesh.
While retopo is an option, there are ways to use a non-all-quad mesh even when sculpting: ruclips.net/video/wVRt1lC-wec/видео.html
Even if retopo/all-quads is still required, I find the workflow to be more fluid and would still want to start with Nurbs.