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Anonymous No. 882887

are characters in animations and videogames mostly sculped or modelled?

Anonymous No. 882912

>>882887
Both. Sculpted first, then modeled (retopo'd game ready version) later. In low poly indies it can be just straight up modeling without sculpting. But mostly they are sculpted first because you're supposed to create a high quality version of a model first, then optimize it later. Same for props. That's why you start with a high poly first, and make the low poly after that.

Anonymous No. 882915

>>882912
so sculpting for expression then modelling (retopo) for optimization?

Anonymous No. 882923

>>882915
You could say it like that, yeah. You sculpt the final high quality result, the way it will look like in the end. And then you optimize it however much it is needed.

Anonymous No. 882924

>>882923
thanks anon, I'm a noob and I didn't understand how both related; I thought it was one or the other.

Anonymous No. 882930

>>882924
NP

Anonymous No. 882953

>>882887
Depends on the project but most of the time you combine both.
You can either start Low poly and add detail until you reach a High poly model or do the opposite.
This is why you often see people in youtube with videos like "high poly to low poly pipeline" or something like that.
For animation it is better to have a model with a manageable polycount to work with because that way you avoid crashes/the animation taking a million years to move

Anonymous No. 882980

You can either:
a) Model and done (mainly low poly style)
b) Sculpt -> Retopo (most common)
c) Model -> Sculpt -> Retopo

What you cannot do is use an sculpt as the final in game model. The poly count is too high and the loop direction is all over the place. They're not only terrible performance wise but also a nightmare to rig.

Anonymous No. 883036

>>882980
what would case C be used for? finishing details in more geometric modeles like buildings?

Anonymous No. 883042

>>883036
Mainly for fixing geometry issues in organic models.

Anonymous No. 883066

>>882980
>What you cannot do is use an sculpt as the final in game model. The poly count is too high and the loop direction is all over the place. They're not only terrible performance wise but also a nightmare to rig.
Nanite says hi.

Anonymous No. 883075

>>883066
>Nanite says hi.
Nanite will tell you to go fuck yourself.
Nanite is only for non deforming meshes you retard. Even if it weren't you still have the problem of shitty topology, no proper loops and not enough performance to deform a million polygon mesh.
Thinking that new tech will magically allow you to be super sloppy and lazy without having to put effort in is the sign of a no-talent shit for brain who is NGMI.