565x753

Capture.png

🧵 Untitled Thread

Anonymous No. 897901

Is there any easy way to fix the topology of the ear so that the canal falls in the middle of the loop?
Or would it require as much manual retopology as if sculpted it from a totally random mesh?

Anonymous No. 897904

WTF LOL

Anonymous No. 897906

Maybe I could make a copy of the base model and then apply the shrinkwrap on the original mesh with the copy as the target. And then use the grab tool to reposition the mesh around while keeping the form.

Anonymous No. 897911

Learn how to sculpt a face before you study topology.

Anonymous No. 897913

>>897911
I'm trying to figure out if it's possible to sculpt with topology right from the beginning and not have to retopologize afterwards since it seems like a very slow tedious process. And also because I want to be able to rig the model to be able to pose it while sculpting so I'd rather not have to modify the mesh while sculpting.

Anonymous No. 897915

>>897901
This is what sculptfags look like

Anonymous No. 897927

>>897901
There’s a lot of funny business going on in that picture of yours.

Despite what another anon said, you don’t need to learn to sculpt a head before learning topology, because topology applies to everything. Of course, topology is influenced by the shape of the actual object, so learning topology on a head like that may give you a bad idea of how a head is typically topologized.

Your model is mostly quads, but you have some n-gons near the temples, that highlighted loop you have is going all over the place, and that ear has way too much detail, and is creating a bunch of n-gons around it. If you go learn topology, you will be able to do that ear canal thing, and yes, it is possible to sculpt with topology from the beginning, but since you don’t seem to know how to topologize a head, that may be difficult.

Anonymous No. 897935

>>897901
set your edgeloops before you fill it

Anonymous No. 897972

you should just delete this piece of trash and start it over

Anonymous No. 898036

>>897972
I managed to imprve it yesterday. Maybe will keep working on it tonight.

Anonymous No. 898091

>>898036
LOL op you made me laugh evening long with that head, good job. This should be the face of /3/.

Anonymous No. 898093

>>898036
Have a frontal view pic of it?

Anonymous No. 898094

Show us the 3/4 of it

Anonymous No. 898096

>>897913
Learn how to sculpt a face before you study topology, retard.

Your foundation is dogshit.

Anonymous No. 898098

>>897913
Also, no. You create the high resolution concept to later use it for normal maps on your retopologized mesh which gives you insane details. You cant really skip retopologizing so its part of that really

Anonymous No. 898117

>>897913
You can pose your mesh in Mudbox, it's a handy tool. You just create joints on your mesh and then use the pose tool to drag parts of your mesh around. Without proper weightpaint it's not 100% perfect but for small to mid movements it's ideal

Anonymous No. 898148

>>897913
Yes you just get a basemesh and sculpt it out in subdivisions

>>898098
But you can for a basic humanoid body or head, nobody is out there retopoing every head in a game or movie, they're working from a basemesh or wrapping

684x896

Capture.png

Anonymous No. 898198

Cleaned up the mesh and sculpted the head. The topology on the ears in particular is still a mess.
So I guess the people who say you first need to sculpt to the desired level of detail without worrying about it and only then retopology are correct. Still though I think it came out quite nice.
Blender's mirror modifier was a major pain the ass when sculpting because of vertexes getting stuck to the boundary when they accidentally touch it, and the smooth tool gets confused and leaves a crest between the halves.

Anonymous No. 898227

>>898198
There are ngons scattered over the place and the topology is still fucked. I'd just recommend not to bother with topology when you are sculpting the initial concept. Also, Zbrush has something called Zremesher which auto retopos your mesh automatically into quads at a desired polycount. Oregani blender sucks for sculpting you really want a seperate software for that.

Anonymous No. 898231

>>898227
The ngons were on purpose because they're easier to make manually than triangles or diamonds when tapering the lines going from different resolution zones.
I doubt zremesher would come out better I doubt it'd even get the loops around the eyes correctly.

Anonymous No. 898232

>>898231
You have the option to draw guidelines for the zremesher to follow strict areas. All in all nothing beats traditional retopology by hand.

Anonymous No. 898233

>>898232
Cool I didn't know that. Maybe I'll have to use zbrush after all.

1190x677

66134134.png

Anonymous No. 898245

>>898233
Well yeah. I personally use mudbox since it has a retopology tool with guidelines aswell, plus it has a pose feature where you can just click on your mesh to create joints and move them around.

Anonymous No. 898554

>>897901
>waltuh...

712x758

16873218.png

Anonymous No. 898604

>>897915
>Anonymous No.897915
>This is what sculptfags look like

712x749

16873218.png

Anonymous No. 898606

>>897915
>Anonymous No. 897915
>This is what sculptfags look like

1920x1080

1651663912045.jpg

Anonymous No. 899443

>>898198

Anonymous No. 899526

topology brush in Zbrush. can draw the topo out first then initialize it. can set the ear to its own polygroup and Zremesh it as if it were its own island, then manually fix the topo from there.

Anonymous No. 901139

>>898198
lol

Anonymous No. 901158

>>898554
my guys are solid