
How would you go about modeling these little curved bits?
Rest of the model is good to go, but now I'm doing all the trim. Most of it fine, it's just boxed shapes, but these curvy bits are alluding me. I don't want to go too heavy on the topology just for those little squibbles, but I also want to ensure it looks good.
Likewise, the flair on the groin armor, would it best to sculpt these rather than poly model? or should I just poly model and then do a highpoly sculpt for baking?
Using Maya and Zbrush, not Blender.