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🧵 Base Mesh Thread

Anonymous No. 867930

Post 'em boys. I wanna see what other people who are starting to learn 3d are doing rather than talking about things you wanna make. Feel free to put me on blast as long as you also tell me shit I can do to improve. I know very little about edge flow stuff, so hit me with that too.

Anonymous No. 867932

>>867930
legs too large and long

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Anonymous No. 868064

behold my latest mastapiece

Anonymous No. 868073

>>868064
Cacodemon but he African

Anonymous No. 868217

>>868073
ssheeiiit we wuz hellspawn n sheiitttd

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Anonymous No. 868262

>>867930
too many polys for not much shape anon.

Anonymous No. 868282

>>868262
that twisting in the forearms is very interesting. how did you do that also why?

Anonymous No. 868292

>>868282
you give the forearm a twist before you build the hand.
when working with lower poly levels it makes a nice forearm shape with subdiv.

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Anonymous No. 868924

>>867930
first attempt to model a w*man because i'm horny

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Anonymous No. 868925

>>868924

Anonymous No. 868943

>>868282
>also why?
Take a look at at your forearm some time.
Assuming you arent fat and have even the slightest bit of visible muscle definition, that is.

Anonymous No. 868982

>>868064
Pepe Floyd

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Anonymous No. 869973

>>867930
Not really starting out, just migrating form hard surface to organic character design.
Doing some topology study where you take an existing good mesh and build a low poly shell over it to practices topology flow in combination with an simplified rig to get good deformations on rather low poly count.
My current "best" attempt

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Topology Render2.jpg

Anonymous No. 869974

>>869973
and more interesting the progress, of getting form a jumbled mess to some structure.
Using simple primitives as a basis

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Anonymous No. 870125

Not terrible. Mind showing the back? I tried a new workflow where I shape a bunch of spheres using proportional editing, export them to fbx, sculpt the spheres together using zbrush (probably could just leave it blender, but I don't like Blender's sculpting), then export back into Blender and retopo. I know it sounds tedious, but it's so nice not having to worry about shape and edge flow at the same time. Really allows me to focus on design.

Anonymous No. 870216

>>870125
sounds like a good approach, but the mastery is in creating functional form within the design to begin with. The problem with Retopo is that that you add another step in the toolchain that takes time. But depending on the target poly count sculpting is the only option. Somewhere in between the mid poly, and high poly about 20k faces(rough estimates) it becomes impractical to do all by mesh modeling. (Only basmesh) Doing low poly segments like equipment and clothing easily adds up to high poly counts.
But for anything low poly sculpting is more unconvinced than helpful.

Anonymous No. 870217

>>868925
some classic beginner mistakes here, Starting out form a cube. What helps a lot is to rotate the cube 45° on the roll axis to have no straight face pointing up or down to avoid this overly square look and help with shoulder and pelvis angels.

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Anonymous No. 870219

>>870217
A quick demo to back up my claim, top get something cartoon-ish rather quickly.

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Anonymous No. 870220

>>870219
and if you put in actual effort, you can get a good silhouette rather quickly.

Anonymous No. 870340

>>870220
may I see that neck to head connecting topology?