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File: 8d2.jpg (33 KB, 353x334)
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>Youtube is full of retards who are poly modelling entire human characters from scratch instead of sculpting them
Imagine learning wrong from the get go and sinking hundreds of hours into doing it wrong and inefficiently. What a nightmare.
>>
I can extrude out a base mesh faster than zbrush loads on your pc
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>>1023937
>wrong and inefficiently
Post your work. If you have nothing to post, it trivially demonstrates they're doing it better and more efficiently than you.
>>
>>1023940
>>1023939
There's a reason professionals don't do that.
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>>1023942
Professionals do use poly modeling
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>>1023937
??? you're going to do that work anyway. I guess there's nothing to bake down from but what are you gonna bake down anyway.
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>>1023943
Not for that purpose. Did you marry this method or something?
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>>1023945
Did you marry sculpting? They absolutely do use poly modeling for that purpose too
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>>1023946
ENOUGH OK?
Its because i cant do it. Poly modelling doesnt make sense to me. Its not fair the poly modellers can poly model AND sculpt while i can only sculpt. Even then the moment i need to use a tool or option i just get lost and give up.
All i can do is play digital play-doh and im so sick of seeing you poly modellers outclass me in every instance.
I only.made this thread to sooth my ego and now thats ruined. Im more miserable than ever.
>>
op is right sculpting and retopo is a better workflow. You get normal maps, a checkpoint that your can fall back on, and it is easier to get good topology when your don't have to worry about the shape at the same time. People who practice the poly style are doing things the hard way for a worse end result.
>>
>>1023952
Polymodeling is a thing from the 2000s. None of the professional industry artists from that time use polymodeling now. I know one who now works a decade at Valve.

Load the base human mesh in zbrush and you're already set to sculpt with half the work done. Do you need your 1998 characters? You can retopology them that way and bake normal maps to help with painting textures then turn them off.
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>>1023953
>Load the base human mesh
who made the base mesh for you?
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>>1023937
>modelling
>scratch
>human characters
If its a human characters you use DAZ if your poor, or character creator if your white.
E33 used character creator > Zbrush (for small fix to make it look just right).
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>>1023957
>who made the base mesh for you?
DAZ, character creator or metahuman(never use this one, it shit.)
>>
File: ZBrush_27NWwjyL5z.png (313 KB, 893x996)
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>>1023957
An artstation zbrush sculptor.
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>>1023959
they dont fit this use case

>>1023960
eww, too much topology. tell them to do it again
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>>1023962
Then you're pretty much retarded, case closed
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>>1023963
We're not changing the project just because you cant meet the requirements. We will change artists though
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>>1023958
>e33
no one cares about slop doing slop things
>>
>>1023937
box modeling is better for modeling anthropromorphic pooltoys with large breasts so checkmate
>>
It's because blender's remeshing puts a pipe bomb in your computer, as a treat.
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>>1023999
king shit if i say so myself
>>
why would i sculpt an anime character when im going to have to edit the normals by hand for smooth lighting? i dont want to have to edit a billion face normals
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>>1024019
or manually retopo the entire mesh for good deformation.
I don't really understand who is using sculpting for anything but maybe vfx
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>>1024024
i could see myself using it if i wanted to print a figurine or something but polymodelling is so easy anyways
>>
>>1023937
Haven't you been here asking if you should be poly-modelling characters and then turning around and telling others that you should never ever do it every time you get told to do it for more than a year at this point?
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>>1024041
Say it with me /3/

Trans rights are human rights



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