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🧵 /Basemesh/ Explain to me CLEARLY

Anonymous No. 849475

Why the FUCK do people sculpt or model characters from scratch if the result is the same if not miles worse? Why wouldn't you use a base mesh with the proper topology anatomy and polygroups. At least for humans and humanoid creatures? Why the fuck people trying to invent a bicycle and complicate things? Like why would you remodel things like the fucking hands, and fingers, and do a shitty job at, it if you can use a base mesh hand. There's not mush variety to the human hands. Same with face

Anonymous No. 849476

>>849475

work on your skills

Anonymous No. 849499

>>849476
explain retard what i asked

Anonymous No. 849500

>>849499
He just explained retard he answered what you asked.

Anonymous No. 849505

>>849475
They don't understand what learning a trade means.
They want to become sculptors without having to learn anatomy so they jump right into ZBrush and waste dozens of hours on a crappy model without improving. They think that the more work they put into something the more skill they get. They get their idea of learning a skill from RPG games.

Real skillful people know what the end result will look like so they will seek out any method or technique possible to bring their vision to fruition. Amateurs just do things in the hopes that maybe one day they'll make something that looks good. It's the difference between paddling towards something vs. just paddling.

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Anonymous No. 849506

>>849505
explains perfectly

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Anonymous No. 849507

>>849500
cringe
go die

Anonymous No. 849508

>>849475
When you know how to make something from scratch it's a point of pride to do it that way.
If you don't know how to do it from scratch and uses someone else work as your base-mesh you yourself know you're a fraud even if others doesn't.
Most skillful artists are narcissistic and if we know we're not as good at something that others think we are that'll sabotage our self-image.

It's about being able to look yourself in the mirror and have this serene inner peace that stems from knowing how you're hot shit while being honest with yourself.
That feeling of being highly competent at something difficult is something you simply cannot fake and if you're in the habit of taking shortcuts you'll undermine that.

So basically people who care about making art is all about what they themselves are able to do, more than they're about immediate end results.
People who care about the end result way more than creating something themselves are the ones who like to take such shortcuts.
In 3D You are basically on the slippery slope towards being a dazlet at that point.

As a character artist the only place I'd use someone elses basemesh as my starting point is working on a production.
When you're on the clock creating art for someone else the volume of output and end results is what matters.
But doing something for myself or as practice capturing the main forms and shapes is where the most artistic expression takes place.
Filling in surface anatomy and doing detail work just isn't gonna have as much impact as the main silhouette, posture and build etc.

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Anonymous No. 849510

>>849508
>Most skillful artists are narcissistic and if we know we're not as good at something that others think we are that'll sabotage our self-image.
that's called overthinking while being poor and not pragmatic. It doesn't mean I can't jerk off in zbrush for hours, perfecting the basemesh

Anonymous No. 849512

>>849508
>Filling in surface anatomy and doing detail work just isn't gonna have as much impact as the main silhouette, posture and build etc.
That's overdoing. It'll literally look the same, feel the same etc

Anonymous No. 849514

what's it matter? if their result is worse than what it would be like using a basemesh then it's well needed practice
if you need to pose the mesh you're going to need to resculpt parts of it, and if you don't have the proper knowledge it will look like ass

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Anonymous No. 849515

>>849475
there are subtle characteristics that a model takes when done from scratch as opposed to a prefabricated mesh, most of the time people use this to work fast on concepts where the character itself is not the main focus, rather they make the clothing, armor or something else the focus.

Also new modelers that use these type of meshes end to overlook the subtle characteristics that a memorable character has, so you will find the use of base meshes relegated to non important characters like background noise.

Anonymous No. 849516

>>849499
he just did. i entered this thread to give you basically the exact same answer. it's really good practice to do things from scratch instead of using lazy shortcuts wherever you can.
with that kind of mentality you're going to get nowhere

Anonymous No. 849518

>>849514
I'm a DAZlet

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Anonymous No. 849519

>>849516
>lazy shortcuts
How is it lazy shortcuts, you degenerate?
Then using software and OS is the shortcut. You should invent the 3D software first and then sculpt the basemesh, or else, you'll get nowhere. But pros engineer the computers from scratch too. But you're too lazy for this. You're not a real artist. That'll get you nowhere

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Anonymous No. 849520

>>849515
>subtle characteristics
how are they not present if you're using the base mesh? It's not like you're not stretching, paint over, layer it over and over again

Anonymous No. 849524

>>849510
>overthinking while being poor and not pragmatic

I don't think so. Upper tier artists are usually pretty clever people, it'll all become evident to them.
It's a subject that'll teach you so much about humility along the way that you won't be able to lie to yourself for very long.
The climb to the top is too long and too unforgiving for you to be able to fake it.

When you have tens of thousands of hours in the rearview mirror you'll know exactly who you are as an artist.
No amount of mental acrobatics on your part appealing to pragmatism is gonna change that.

You may be shorter in terms of pocketmoney while taking the long route but the intrinsic values you'll gain will last your life time.
The money you gain from doing hackjobs wont. Besides whatever joys money may buy you in the short term it all tend to turn hollow in the long run.
Remember you are an artist, you are an introvert. You won't feel all that good for all that long being out there hosing them bitches with champagne
while skydiving getting BJ's in that Ferrari or whatever it is you do.

What you really want is to be left to your own devices because you need to create something. Because that's who you are: an artist.

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Anonymous No. 849525

>>849520
if you are using a basemesh you overlook areas that you think that are done just because they have the proportions, but don't fledge out the character and ends up looking completely done in an assembly line.

>pic related

Anonymous No. 849526

>>849519
uncalled for hostility. using a premade model is obviously a shortcut.

Anonymous No. 849528

>>849525
>just because they have the proportions,
Again, you can modify them heavily, just like you would, doing it from scratch

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Anonymous No. 849530

>>849526
sorry anon

Anonymous No. 849531

>>849524
based.
but it's too deep for the basemesh talk

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Anonymous No. 849533

>>849528
>Again, you can modify them heavily, just like you would, doing it from scratch
im not saying you cant, im saying that you get lazy and end up overlooking important aspects because you didn't study anatomy first.

look, artists do use some base meshes but not for the benefit you think, basemeshes are useful only if they have the correct topology.

Anonymous No. 849542

>>849475
>Why the FUCK do people sculpt or model characters from scratch if the result is the same if not miles worse?
That's like asking why people draw from scratch instead of tracing or photobashing.

If you're bad at modeling characters from scratch, then you'll be bad at sculpting basemeshes as well because you don't know about anatomy and proportions. Basemeshes are only for pros who know what they're doing.

>Why wouldn't you use a base mesh with the proper topology anatomy and polygroups.
Easy to learn and control proportions with. Plus, it looks wonky if beginners use them. Anyone can tell, most normies will remark that it looks like an asset flip or cheap porn comic.
>There's not mush variety to the human hands. Same with face
If you think that, then you're a beginner.

As a challenge, sculpt your OP base mesh into a bipedal pokemon like blaziken.

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Anonymous No. 849666

>>849542
>sculpt your OP base mesh into a bipedal pokemon like blaziken.
Easy bro

Anonymous No. 849673

>>849666
you will never be the real duckfag part 2

Anonymous No. 849682

>>849475
I don't believe this for humans, since there's any level of stylization you can accomplish with characters, but I ABSOLUTELY believe this for things like cars.

What the fuck is the point in spending 20 hours modelling a car, when someone already did it? All things being equal, and you have a similar level of skill to the person who already modeled the car, the results are going to be pretty much indistinguishable from each other.
At the end of the day, that car is going to look exactly how it should look whether you or someone else modeled it.

And if the focus of your project isn't the car, but rather an entire scene or animation, there's no reason to spend countless hours meticulously modeling that car when it's been done dozens or hundreds of times depending on the make/model. There's pride in doing everything yourself, sure, but there's also pride in punching above your weight by working smart and taking thought-out shortcuts to maximize your time investment in a project.
If you spend 20+ hours on a car, sure the car might be perfect, but it'll take another 20 to get the rest of the scene to look that good. And a scene is only as good as its weakest parts.

Humans though? Unless it's a secondary or tertiary element in a project, you absolutely should at least try to model it yourself.

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Anonymous No. 849738

This martyrdom of precious polygon shifting being the core of some artistic soul is poisonous and why so many fail. Short of passing someone else's work off as your own, all that matters is the finished product and how quickly you got there. More time spent on texturing would serve every noob wonders over youtube memes like sculpting characters from just a sphere. Using a non-detailed basemesh for a character sculpt is no different to using a box or cylinder primitive in a hard surface model, or a smart material in Substance.

>>849542
>If you're bad at modeling characters from scratch, then you'll be bad at sculpting basemeshes as well because you don't know about anatomy and proportions.
that presumes people haven't established those skills before starting in 3d, and even if not you match the form of your reference faster with a basemesh.

Anonymous No. 849749

>>849499
answer is you are a ngmi

Anonymous No. 849750

I never once sculpted a human from scratch. I started off with some typical basemesh.and the learned the ropes of ZBrush. Then I realized the inadequacies of the basemesh I was using so I created my own.

Nothing is stopping you from modifying the basemesh to your liking. In fact, saying that a basemesh has its limits show how limited you are yourself in understanding the 3D workflow. You wasted all that time modelling from scratch and you don't even know how to add extra vertices to a mesh. Shameful.

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Anonymous No. 849875

>>849682
>but I ABSOLUTELY believe this for things like cars.
I thought about it too. Modeling cars from scratch is lot more retarder, because they are literally identical.
But what Imeant for humans, is there's always be a head 2 arms, two legs, and torso, no matter how stylized it is. So what is the point of making a basemesh from scratch if someone did it already

Anonymous No. 849876

>>849738
>all that matters is the finished product and how quickly you got there.
That's what I'm saying. It's not like it doesnt take an extreme artistic sense

Anonymous No. 849877

>>849738
>Using a non-detailed basemesh for a character sculpt is no different to using a box or cylinder primitive in a hard surface model, or a smart material in Substance.
thats a good point

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Anonymous No. 849961

>hey anon, we need you to make some base meshes for in house use
>uh err uh…
>h-here you go

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Anonymous No. 849967

>>849961
>>hey anon, we need you to make some base meshes for in house use
not a single studio will ask that lmao
And I didn't say I can't model the proper basemesh. I CAN. It just retarded and time consuming

Anonymous No. 849973

>>849967
post one you made then

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Anonymous No. 850014

>>849973

Anonymous No. 850026

>>849475
Because they are retarded, the mesh is the same the only thing that they can sculpt is higher details for normal baking... but instead they start with sculpting and then retopo it like retards.

Anonymous No. 850028

>>849961
lmao

Anonymous No. 850044

>>850014
lol

Anonymous No. 850499

Everyone here except me is retarded. Listen, its totally fine to use a base mesh if it works for your specific use case. Different approaches to topology exist for all sorts of different styles and workflows. You have to know which one you want. You can edit your topology to look close to whatever you want. Sometimes you will need to scrap parts of it to fit your character, sometimes you only need to make minor changes in topology.

The fact is, people here only know how to sculpt and poly model so thats what they take pride in. They never learned the next step so they are stuck in modelling hell forever. Being able to properly model a human is useful because that same skillset is transferred over when you want to model a mythical creature or an obscure animal or some kind of pervert cock monster. Knowing how to topologize anything in front of you is a big hurdle for many artists and people who need shortcuts are left behind.

Take shortcuts all you want, but make sure you don't rely on those shortcuts.

Anonymous No. 850569

*hits the remesh button*
*topology comes out beautiful and even*

anyway time to go model some more stuff see ya

Anonymous No. 850630

>>849519
Exactly
Traditional painters say it's a lazy shortcut to buy specific paint colors instead of mixing it yourself... This never ends. You are a lazy cheater hack artist because you use brushes made by companies instead of made by yourself from the hair of your own horse etc. "lazy shortcuts" are standards in all fields be it 3d, traditional shit or anything

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Anonymous No. 850676

bmb

Anonymous No. 850698

>>849475
If there weren't people driven to create, there would be nothing to exploit by no-talent hacks like you, so just thank your luck, leech.

Anonymous No. 851383

>>849475
pretty sure they do in actual professional situations, but that's not what their youtbe subscribers want to see.

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Anonymous No. 851802

>>850698
Dumb fucking degenerate. It doesn't mean I can't sculpt. Or that I can't make a proper base mesh. You don't create a software first to do digital sculpting either. Are you a hack?

Anonymous No. 852619

>>849475
Yeah sure faggot. Why don't i just buy rigged base mesh and bunch of assets with textures.
Hell, why not just buy a bunch of crap and just place it around and play with the lights and render settings a bit and boom, scene done.

Anonymous No. 852623

never use a basemesh. If you're not happy with the face or the fingers or whatever, cover them up with clothing or helmets.

Anonymous No. 853047

>>849475
You're clever.
You need to go further tho:
Why even model anything when you can hire a cheap freelancer to do it for you?

Anonymous No. 853124

>>849475
Dude let me guess, you don't even write your own pathtracer? You use one of those "render engines" lol what a homo

Anonymous No. 853135

>>849475
Because they are autistic. It is the exact same phenomenon that drives retarded aspies to develope their own inferior game engines and never release a game, instead of using a tried and tested game engine that already exists and is free to use.

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3DGuy !!XhQDOznbDw3 No. 853136

>>849475
Signature style.
Take ages to customize ready basemeshes, and they´re often ugly.
Also, someone can end up with a trademarked model in their hands and get heavily fined, so why bother.

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Anonymous No. 853153

>>849505
Very motivational i used to think about it like rpg when i was learning to draw like 7 years ago. Played RuneScape fishing or whatever hitting those 99s while drawing and i thought to myself that The amount of my 99s would be my drawing xp. I got through the beginning learning phase and anatomy slow and inefficient but it was painless. After some time i started noticing more stuff and i just quit RuneScape. Haven't thought about RPGish 3D xp since then but i will consider thinking about it this way again so i can get myself more motivated on the days when i just can't.

Anonymous No. 853173

>>853136

Stop trying to validate OP's statement with your work schizo.

Anonymous No. 853361

>>853173
His work is way nicer to see than whatever garbage you have in your 3d folder

Anonymous No. 853409

stylized shit is easier to do when you sculpt on primitive subtools.

Anonymous No. 853414

>>853361
not him but the way he paints skin makes me want to vomit, and the way too soft form of the limbs/fingers look ergh too

Anonymous No. 853424

>>853414
get filtered

Anonymous No. 853427

>>849508
OP probably meant a basemesh he got somewhere, true, but for the sake of argument, what if, hypothetically, you've made the basemesh yourself, because you prefer to start out the old fashioned way and sculpting details?
Is it still a matter of principle to redo indistinguishable nearly idendical basemeshes every time?

Anonymous No. 853428

>>853427
That's what I was asking

Anonymous No. 853429

>>853136
>a trademarked model
How the FUCK would anyone in this world distinguish heavily altered trademark model? How?

Anonymous No. 853430

>>853124
this

Anonymous No. 853432

>>853153
The problem is that real skills don't work the same way. Imagine repeating "Ni hao" at the mirror for three hours a day for five years. Elder Scrolls games or Runescape would have given you a billion Chinese-XP and your character would be fluent but in reality you wouldn't speak Chinese, you would speak "hello" and nothing else.
IRL learning is more involved, repetition is important, that's what you have a routine for, but you have to pay attention to what you're repeating as well, focus on your weak spots, introduce new sub-skills, etc. Imagine your skill consists of a dozen sub skills and each sub skill consists of its own components, and you want to put enough experience points into all the ones that you need.

Anonymous No. 853447

>>853429
The industry is run by artists, we all know eachother with very few degrees of separation.
If someone catches on you're stealing content and hacking it up and make a convincing enough case there's a blacklist you're on.

If you're modifying other peoples art there will be a lot of tell tale signs an mismatch in your style that will raise questionmarks and tip people off.

Anonymous No. 853449

>>853447
>The industry is run by artists,
the industry is run by suits that have never touched a DCC and there are so many art supervisors that will tell you to do one thing and the next week to scrap it and do the other

Anonymous No. 853469

>>853447
>there's a blacklist
You've been watching too much TV son..
Models have been ripped, modded and retopoed since the beginning of time.

Anonymous No. 853472

>>853469
I know there´s a lot of cases, but the fumpimps getting DMCAd out of steam from Tripwire over stolen assets is one i remember vividly: https://www.gamedeveloper.com/business/-i-7-days-to-die-i-pulled-from-steam-over-appropriated-tripwire-assets

Anonymous No. 853488

>>853472
>the game depicted an enemy model apparently lifted in its entirety from Killing Floor
>model apparently lifted in its entirety
>in its entirety

no shit...
now slightly modify that shit in zbrush, retopo and add different textures and let's see how it goes.

Anonymous No. 853490

>>853488
>slightly modify that shit in zbrush, retopo and add different textures and let's see how it goes.

You're the lamest mofo I ever heard. If you can create a novel looking model by modifying and retopologize someone else work, why not do your own from scratch you absolute clown?

Anonymous No. 853562

>>849475
holy shit you are soulless bro

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Anonymous No. 853681

>>853562
That's the new normal, bro. We don't have the time for the SOVL anymore.

Anonymous No. 853686

>>853562
Not OP, but please explain to me why it would make sense to create a human mesh from scratch each and every time, instead of creating a couple of base-meshes and then work from there.
Wasting time is SOUL, while being efficient is soulless?
I can understand the argument if somebody would use an base-mesh from another artist, worst case - being unable to do it himself. Your soulless argument makes sense in that case, but If I made my own base-mesh and reuse it multiple times?

Anonymous No. 853688

>>853429
think early days of rwby was using mmd models or something right?

Anonymous No. 853689

>>853686
It doesnt make sense especially when you are going to be putting clothes / armor over 99% of them. You are being trolled.

Anonymous No. 853690

>>853686

You overthinking it bro. The base mesh is still made by you iterated 100x to perfection. That is still SOUL.

Anonymous No. 854462

SOVL

Anonymous No. 855571

>>853686
what game studios do and what people on youtube do for clicks arent the same thing

i guarentee you them game studio fucks are cutting every corner they can