Image not available

1280x720

maxresdefault.jpg

๐Ÿงต Untitled Thread

Anonymous No. 1008502

>extruding face by face starting from scratch

Is it me or is this a mental way of doing this? Am I to believe this is the industry standard

https://www.youtube.com/watch?v=1Npof3WuxYM

Anonymous No. 1008503

>>1008502
No, you should know how to create faces. Just like artists know how to make faces. Copying from a drawing is the same as line art, both dont teach you real world concepts.

Anonymous No. 1008504

>>1008503
I'm talking about the method of extruding each face individually from the last and then joining and merging the vertices over and over instead of starting with a block/sphere and cutting it with loop cuts

Anonymous No. 1008521

>>1008504
Just like do whatever works for you, you goober

Anonymous No. 1008527

Some people sculpt then handle retopology, others do topology then subdivide it. In both cases you have a high poly version with a lot of detail that looks really good but performs like shit, except you then bake the detail into the lower resolution optimized model so it has the detail without the polygon count.

Retopo is a pretty important step, avoiding texture seams and model pinching and helping performance. If you're already good at retopo, blocking out simple shapes with faces is the same as quickly sculpting. So did you just not know retopology was a thing, or are you asking why a person is using a quick easy effective method their already proficient in?

Anonymous No. 1008531

>>1008502
I'm pretty sure everyone just makes a high poly and retopologies it down. I don't think people really strip model or box model everything now unless your target is really low poly. The results look fine though and thats what matters in the end

Anonymous No. 1008535

>>1008502
This is HONEST way to do it. True 3d modelling. Anyway, I think >>1008521 >>1008527 are right. At this point we've seen it all. Those videos proved many times you can do this efficiently in more ways than one.

Anonymous No. 1008537

>>1008504
Absolutely, when it comes poly modelling extruding edges and merging vertices as the primary way of adding up structure is far far superior to 'boxmodeling' or older more naive methods that been around from the very very early days.

professional/expert polymodeling workflows abandoned block cutting (aka boxmodeling) workflows when we where still in the 1990's.

Anonymous No. 1008538

>>1008531
Skill issue
We poly model everything years ago, even high poly models

Anonymous No. 1008553

>>1008527
You shouldn't need to retopo a "low poly" model

>>1008537
That sounds mental to me, I'd understand it if she was using bsurfaces and automatically merged vertices like this

https://www.youtube.com/watch?v=X2GNyEUvpD4

But she's manually extruding every single edge and then manually joining each vertice which takes a fuck ton of time, even her super sped up video wasn't the full thing and she had to do a ton of manual vertice adjustments for the final model anyway

I used to do art before modeling and art always uses a "big to small" philosophy for everything, so starting with the general shapes and then subdividing them and loop cutting when more detail is needed, and only adjusting those feels much faster to me and produces a more unified feeling result where the shapes and the topology aren't arbitrary but actually have a hierarchy

Image not available

563x565

84a58073eb770ed68....jpg

Anonymous No. 1008560

>>1008502
as someone who cant sculpt and has no real experience with art between doodling, learning this way has given me far more progress in a shorter time than learning to sculpt through tutorials. the only thing i still struggle with is "face loops" and topology like pic related

Image not available

366x379

623.jpg

Anonymous No. 1008564

>say to avoid these
>never elaborates why
>uses them in the final anyway

Anonymous No. 1008567

>>1008564
They disrupt deformation flow. You can't completely get rid of them though, so compare with the pic above yours and see how they were placed at a spot where two loops separate anyway, and also a pretty bony area of the face that won't deform much

Anonymous No. 1008581

>>1008502
When it comes to things like this, industry standard is whatever gets the job done on time. It's just logic.
Don't listent to fags like >>1008538, acting as if modeling like this is difficult.

Anonymous No. 1008597

>>1008553
>I used to do art before modeling and art always uses a "big to small" philosophy for everything

You do that when you are sketching or sculpting because you are still exploring the design of what you are making. Typically when you sit down to 3D model something you should already know what you are going to make and have had it's designed planned out in something more rapid and malleable.

Back in the day this meant 2D concept sketches or on the higher end like film design etc physical clay maquettes.

Later as 3D sculpts became widely available it ofc became common to just retologize a sculpture to get your model.

But if you do pure modeling and you're at the stage where you're initially building your surface designing efficent topology that supports the shape
you are going for is what your mind should be most concerned with. It doesn't matter how deformed the initial model you make is as long as it is topologically sound
it will be possible to rapidly reshape it pulling and relaxing the vertices to their final positions.

So modelling you don't have to go 'big to small' because you already know what will be adjacent to the area you are working on.
As you construct the surface it's the connectivity of the topology you are concerned with working out where to place and end loops to minimize your poles
and pull them towards areas where they'll do least damage etc.

Once you have the structure of the thing you're building moving vertices around with 'softselections' 'FFD lattices' and things like that
is how you finalize the volume of the geometry.

Poly modeling comes from the world of CAD and has an aspect of engineering to it sprinkled ontop doing art.
Instead of have this bee a weakness you can adjust to that reality and come at it a bit differently than with a pure traditional art mindset.
This way you can work with the benefits that CAD like precision brings rather than working against it imposing pure art workflows.

Anonymous No. 1008599

>>1008564
It's kind of hard to explain. But when you turn the mesh so that the 5 edge pole is along the silhouette of the mesh, if can sometimes appear to be lacking in "fullness" in that zone. It's a pretty subtle blemish. But once you see it, it's hard to unsee. So typically, you want the 5 edge pole to be on a flatter side, where it won't be visible in silhouette.

Like the other anon said, you can't completely get rid of them, because just by nature of quad topology, connecting loops will always create 5 edge poles. You can only control where they appear. And they're not bad at all, if you're smart about their placement.

I find 3 edge poles, to be way more bothersome. They're a visible blemish in shading in most cases, unless the shape of the mesh is very smooth and convex, or you can tuck it into a crevice. For that reason, I try to avoid 3 edge poles as much as I can.(Even though most topology tutorials will show you how to reduce faces by creating 3 edge poles.) I try to hide 3 edge poles inside of holes, or at the very tips of things, like finger tips. But even 3 edge poles are unavoidable. You will have to place them somewhere, in order to close off your topology. It's just a mathematical thing. You can't create a cube without 3 edge poles. And what is a mesh, but a series of cubes? Eventually, you have to resolve the cubes somewhere. Try as you might to redirect and avoid it. There is no avoiding 5 poles or 3 poles entirely. Even 6 edge poles have a use in rare circumstances.

The real "never do that" number is 7 and up. If you have a 7 edge pole, you fucked up bad somewhere.

Anonymous No. 1008672

>>1008502
It was the industry standard like 15-20 years ago. Sculpt and retopo is the way to do it and anyone who says otherwise is lying

Anonymous No. 1009229

https://www.youtube.com/watch?v=xpDWta5O3n8&t=545s

Anonymous No. 1009231

>>1008672
look at the industry today
do you really want to follow THEIR standards?

Anonymous No. 1009232

>>1009231
I'm pretty sure most industry artists would know better than random 4chan fag with no portfolio so yes

Anonymous No. 1009361

>>1008672
You've spent a full month trying to gaslight yourself out of learning box modeling

Anonymous No. 1009482

>>1008672
when i got an interview at fortiche with the head of char modeling and blendshape department they said they were still going with the maya only, no zbrush + retopo

Anonymous No. 1009924

>>1008503
>No, you should know how to create faces. Just like artists know how to make faces.
unironically how do i learn this. i never realized how little i look at peoples faces like an autist until ive tried to learn face modeling,

Anonymous No. 1009925

just use an existing topology thats good....... making a new topology for every single character is such a headache in industry people make one head and then just wrap it to every sculpt they make or start with that topology, its already uved and in a lot of cases its already rigged too

Anonymous No. 1009950

>>1009924
Take reference pictures, sclupt or mesh something that looks at it, it won't, try again. I was watchign a Shonzo vid yesterday and as he says at one point, your first try won't be good, but your 100th will

Anonymous No. 1009954

>>1008502
amazing, another useless 10x sped up "tutorial" not explaining anything. just download base cartoon head and you will have better result immediately