960x960

164357400363.jpg

๐Ÿงต Untitled Thread

Anonymous No. 879278

Is more common among elite 3D artists to create a model using normal modelling as basemesh then sculpt or is more common to just sculpt directly from spheres and boxes?

I find my results are better and easier if I model using references then sculpt.

Anonymous No. 879312

>>879278
Anything that needs to be rigged I start out working out the main outline and proportions in modeled geometry I can then rapidly rig
so I know everything will articulate and contort as intended.

If you start doing a sculpt you'll find how your arm is jointed at slightly the wrong place so you can't do the 'finger to nose sobriety test'
or touch the knee to the chin with the heel to the buttocks etc because your limb ratios being ever so slightly off.

The result is a rig that looks wonky when it moves because it's proportions isn't perfect.
Having a file where your basemesh hits a full range of acrobatic poses flawlessly is my starting point for a production character.

If it's not supposed to be rigged and is just maquette for developing a look of something to getting greenlit
I sculpt it from the start since that is so much faster than modelling.
I might then do a crude retopo of this sculpt as a starting point for working out the perfect rigged geometry.

So ideally y geometry workflow on a character looks like this:
If I sculpt from the start it is: sculpt - retopo - model-rig-remodel-rig-remodel-rig - resculpt - retopo - bake.
If I model from the start the process is model-rig-remodel-rig-remodel-rig - sculpt - retopo - bake.

Which route makes more sense depends on what the character is, modelling your base can make more sense when you know exactly what you're making.
sculpting your base may make more sense when you're exploring the shape of something making it up as you go.

But then again if your character is like some alien squid with multiple tentacles or have the mouth of a crab that needs to fit together like a moving puzzle
figuring out it's function with modeled chunks of geometry can be a lot easier than with sculpted ones etc.

Anonymous No. 879319

>elite 3D artists
Dude, stop peddling nonsense. "Elite" artists are guys who've been in industry since forever and grew network of connections. They are usually good in extremely narrow field where they have little competition and for that get regularly snatched by studios.