>Youtube is full of retards who are poly modelling entire human characters from scratch instead of sculpting themImagine 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
>>1023937>wrong and inefficientlyPost your work. If you have nothing to post, it trivially demonstrates they're doing it better and more efficiently than you.
>>1023940>>1023939There's a reason professionals don't do that.
>>1023942Professionals do use poly modeling
>>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.
>>1023943Not for that purpose. Did you marry this method or something?
>>1023945Did you marry sculpting? They absolutely do use poly modeling for that purpose too
>>1023946ENOUGH 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.
>>1023952Polymodeling 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.
>>1023953>Load the base human meshwho made the base mesh for you?
>>1023937>modelling >scratch>human charactersIf 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).
>>1023957>who made the base mesh for you?DAZ, character creator or metahuman(never use this one, it shit.)
>>1023957An artstation zbrush sculptor.
>>1023959they dont fit this use case>>1023960eww, too much topology. tell them to do it again
>>1023962Then you're pretty much retarded, case closed
>>1023963We're not changing the project just because you cant meet the requirements. We will change artists though
>>1023958>e33 no one cares about slop doing slop things
>>1023937box 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.
>>1023999king 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
>>1024019or manually retopo the entire mesh for good deformation.I don't really understand who is using sculpting for anything but maybe vfx
>>1024024i could see myself using it if i wanted to print a figurine or something but polymodelling is so easy anyways
>>1023937Haven'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?
>>1024041Say it with me /3/ Trans rights are human rights