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๐Ÿงต Polymodeling vs sculpting

Anonymous No. 844627

For character models that are always going to have between 4k/5k faces. A thousand or more of these faces will be for the face/head area only since it's there that I'm going to put the most details and 3k for the rest of the body.
I'm obvisouly a beginner but I'm going for a very specific video game scope so I'll never need to get into more polygon. I plan on getting better at texturing to make these models look good but I need to be greedy as fuck on the polycount.

Unless sculpting has a long term advantage, I feel like polymodeling might be the answer but why are there so few up to date content related to polymodeling?

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Anonymous No. 844630

Polymodel hard surface models (Weapons, Props, Crates, etc) & Sculpt high resolution stuff (characters usually) and then retopo.
As long as you're retopologizing models (ie. putting the details on a normal map so your polycount is still low) then you shouldn't have to worrry. The choice isn't whether you need to polymodel or sculpt. They're both part of the same pipeline. You sculpt in order to make your low poly models look like they're high poly

>Tl;dr use both, fuckface

Anonymous No. 844639

>>844627
you poly model to get a good base then sculpt to get extra detail.

>why are there so few up to date content related to polymodeling?

maybe ppl feel like theres enough content out there already. theres a lot of tutorials for Maya for example.

Anonymous No. 844769

>>844639
this
The correct answer is whatever produces the best results in the shortest time.
some people take to sculpting very well and dont need to box model at all. Some people can get crazy results box modelling and so dont need to sculpt. Most of the time you're box modelling up to a point then switching to sculpting. Which ever one makes your brain hurt the least is the one for you.

Anonymous No. 844830

>>844630
if i want to make a robot character, i use box modelling right since its a hardsurface obj?

Anonymous No. 844869

>>844830
Yes, but also maybe not.
It depends on the shapes of the design and your ability to sculpt and model.
>The correct answer is whatever produces the best results in the shortest time.
While in the design/concept phase, exploring shapes with sculpting is a lot faster unless you are an poly-modelling expert.
But if you know exactly what you want, modelling the piece properly is the most straightforward way - unless the shape of the piece its more suited for sculpting/retopo, which again depends on your ability and what you can do better.
context matters

Anonymous No. 844879

You should sculpt everything. More intuitive, sexy, and fun. Poly modeling is just a sissy hypno grooming psyop

Anonymous No. 844898

>>844879
>sissy hypno grooming psyop
that's pure projection
fuck off retarded ZBrush-cowboy.

Anonymous No. 844903

>>844898
>projection
Hey easy there with that word. It's already a sign that you've started to wear skirts.