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Anonymous at Sat, 29 Jan 2022 12:25:50 UTC No. 878824
ok, tell me why making a low poly basmesh isnt totally superior to using spheres for sculpting the basemesh first?
I unironically get much better results with a low poly modeled basemesh first rather than sculpting using spheres and other primitives.
Anonymous at Sun, 6 Feb 2022 14:12:30 UTC No. 880554
>>878824
Depends on the shape and style of character. Base meshes/ making low poly model is way better for humanoids because you know the shape and what it should be and need to make it in a very specif way.
Spheres and sculpting are for something that has weak reference and you cant get an exact picture of. A good example of this are creatures, their are no real pictures of a dragon so you have to use your imagination far more then you would with people.
Anonymous at Sun, 6 Feb 2022 14:37:46 UTC No. 880567
>>880554
This, for example I had an idea for a futuristic hover bike I wanted to make. I have a vague idea on my mind of what I want but got no idea on the exact shape.
So I start with spheres in Zbrush and the knife tool sculpting and shaping parts of what I think I need and putting them together and moving them around until I find a shape I like.
Then from there I build up and refine the details and then go to Blender for Retopo and UVs and substance painter for textures.
Now if what you want to make is something that already exist and you got plenty of references then you would be better off focusing more in the topology with a base mesh and then tweak it from there.
TL;DR
Sculpting from a sphere is more free form, making hard surface meshes is more precise.
Anonymous at Sun, 6 Feb 2022 14:47:24 UTC No. 880572
>>878824
I do a bit of both. My steps:
1) make a low poly basemesh that follows the shape of the reference drawing as much as possible
2) remesh for sculpting so that I can make my anatomy more accurate
3) retopologize the end result
And fuck baking. Ain't doing that shit