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🧵 Untitled Thread
Anonymous at Sun, 30 Jan 2022 02:43:02 UTC No. 878958
What workflow am I looking at I if I want to do high-end PS2-style models? Would it be better to sculpt a high-poly model and do the usual bake/retopo song and dance, or model it that way to begin with?
Anonymous at Sun, 30 Jan 2022 03:34:55 UTC No. 878962
>>878958
>or model it that way to begin with
I thought everyone sculpts now. Modeling from the start kills all soul and spontaneity, all artistic expression. It is the medium of autistic people, the same sort of person who models miniature boats in a bottle. We do it because we have to and because it can't be automated yet, but sculpting is the future
Anonymous at Sun, 30 Jan 2022 22:30:16 UTC No. 879092
>>878958
Depends on how accurate you wanna be. Sculpting was still very uncommon in the PS2 era and it drives a lot of the modeling choices.
Anonymous at Sun, 30 Jan 2022 22:53:09 UTC No. 879094
You draw 2D refs and then you poly model them.
>>878962
>I thought everyone sculpts now.
Using the example of Lulu, that's total waste of time for anything other than the head.
Anonymous at Mon, 31 Jan 2022 12:30:53 UTC No. 879173
>>878962
sculpting is literally useless without retopologizing. if you intend to use an asset for literally anything other than a still render then you are just wasting your time.
Anonymous at Mon, 31 Jan 2022 14:19:19 UTC No. 879181
We are talking about era which was 5-8 years before Zbrush even become a thing. But honestly, if you don't just want to be special, just sculpt and forget about being authentic for shit no one cares about.
Anonymous at Mon, 31 Jan 2022 16:58:07 UTC No. 879195
>>878958
Back in the day there were no sculpting - save for high budget hollywood flicks like godzilla who would use real clay and a digitalizer pen (so expensive that only big budget workshops would have them) to create every poly of the model in Alias Wavefront or some other Silicon Graphics bullshit. You could try and do it by 'boxmodelling' - a process that polycount every vertex while modelling the character, wich you´ll need to flat and UV to fit all the necessary texture areas of the model. This is how Final Fantasy characters were created by Square Enix back in the day, after stealing the 3D model ideas from nintendo´s Super Mario RPG.
Anonymous at Mon, 31 Jan 2022 17:05:31 UTC No. 879197
>>879195
>high budget hollywood flicks like godzilla who would use real clay and a digitalizer pen
They used it for those ugly talking heads in Fallout 1/2