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File: 1714929100999815.webm (261 KB, 194x194)
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Are you supposed to sculpt or box model organic things like human characters and monsters?
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>>1007634
Whichever produces results for you.
This could have gone in the simple questions thread
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if youre technically minded, box model
if youre hollistic minded, sculpt
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>>1007642
>>1007664
>Box modelling wrinkles, muscle striation, bumps on skin, bone landmarks
Why TF are you lying? Are you trying to trick newbies? All organics should be sculpted and retopo'd, unless it's some low poly style or an anime model with zero detail
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>>1007679
That's crap, learn subd modelling like we used to. If you can't make detailed models using subd it's an skill issue
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>>1007634
You're the schizophrenic who goes around claiming that organic things should only be sculpted, so shut the fuck up and kill yourself.
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>>1007679
yeah you can box model all that and in some cases it's easier.
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>>1007685
>>1007696
>>1007714
May I see a professional production that box models their characters? No? Then it should it tell you alot that sculpting is preferred when efficiency is needed and money is on the line. Of course you could draw a Rembrandt-esque painting with a toothpick.
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>>1007730
Yes you can, this is retarded, how do you think it was made in the past. Nobody was asking about efficiency here. By your same logic we don't sculpt, we clean 3d scans because is more efficient,and we don't sculpt folds in clothes, because it's simulations.
We also don't sculpt details, we paint them using displacement textures.
If the question was, what is the industry standards for a production ready character? you have a point
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>>1007730
You haven't made a single 3D model, you just read two things on the internet and decided to start a jihad over a contradiction that only you are stupid enough to believe exists.
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>>1007738
Ad hominem
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>>1007734
Yea but even hobbyists want to be time efficient, and you can sculpt with a mouse just fine. There is no need to throw newbies for a loop with non-answers like "both are fine". One is obviously better for no cost.
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>>1007730
>May I see a professional production that box models their characters?
Guilty Gear does
>>1007086
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>>1007739
no it isn't
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any good box modeling tutorials for organic forms?
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>>1007634
Do what you want.
I sculpt everything at first myself because it easy to pound in shapes to know what things are going to look like. I then do hi res sculpts of what I need to and box model the rest. I also paint displacement sometimes for extra res
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>>1007773
>>1006628
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>>1007781
He already had this argument in that thread, got btfo, and made the concession in >>1007679
>unless it's some low poly style or an anime model with zero detail
Source:
>>1006647
>18 days ago
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>>1007634
i just stack tubes and cylinders, then i can get in a a nice pose and then start pushing and pulling with a clay and smooth brush
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>>1007740
Box modelling only *feels* slower initially. Because you're doing the work of retopology up front. Which front-loads the process with a lot of problem solving. Whereas sculpting makes the beginning process smoother, since you can turn your brain off, and just mush the geometry around.
However, as the box modeller comes to solve the geometry, the BACK half of the process is a lot easier, because they only need to sculpt their clean topology. And if they need more detail, they just Subdivide.

So it is more or less the same time commitment. Personally, I find box modelling to be better, since I prefer to get the hard part done first. And I also just enjoy solving topology like a puzzle. I don't like work where the tedious part is at the end. So retopology is really annoying to me. It reminds me of my 2D work. Where I did all the fun sketching first, and then I have to follow the fun part with the CHORE that is inking. I hate that.

But yeah, I think that it comes out to about the same amount of time. Once you understand the principles of topology.
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>>1007804
I like box modelling and for me it's faster because I'm a shitty sculptor, so easier to get a good base mesh and really focus on that first level. But I think I'd be lying if I said retopologizing an already sculpted asset is harder than doing decent topology from scratch. I don't think the limitations of sculpting topology are quite as bad as they were when sculpting was introduced . The automatic retopo tools are better now. Not that they make for a good final mesh, but they can definitely accommodate a lot.

Basically I don't think the time is allotted equally just out of order the way you are saying.
I think it's more like
sculpt first flow:
>start with blob, sculpt to final result. 7 arbitrary time units
>retopo sculpt. 3 arbitrary time units

box model flow:
>box model a quality base mesh. 5 arbitrary time units
>sculpt. 5 arbitrary time units
>retopo sculpt. 1, or 2 arbitrary time units.

Yeah, some steps might be faster with a better base mesh, but I don't think it makes up for the added time - and I say that hypocritically as a person who does it.
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>>1007783
and im the pne who countered that not only can you box model wrinkles in some cases it's easier
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>>1007634
try every workflow that interests you and see which one you prefer
I prefer this for organic characters
>box model general shape
>sculpt
>retopo
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>>1007634
It's not one of the other, you can extrude and build the topology while sculpting it instead of remeshing as you add stuff, then you can still sculpt yet don't have to retopo at the end
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>>1010648
like what flycat does in some of their videos?
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>>1010670
Looking at it, yeah. Shonzo's the one I was specifically thinking of:
https://www.youtube.com/watch?v=ZXDwnAIFOHQ
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>>1007634
Sclupting: All fun and games until you're working with thin objects like cloth or a leaves
Box modelling: All fun and games until you want to try different looks
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>>1007664
I started out sculpting and then I switched to polygons + sculpting



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