๐งต Untitled Thread
Anonymous at Wed, 19 Jul 2023 20:25:04 UTC No. 952189
i'm a bit of a beginner but i want to make this statue for a csgo (cs2 soon) map that i'm working on. i already know the basics of how to make simple props but i really don't know where to start when making something more complicated like this. any advice?
Anonymous at Wed, 19 Jul 2023 21:24:47 UTC No. 952196
>>952189
You have to download zbrush and become an anatomy expert
Anonymous at Wed, 19 Jul 2023 21:31:03 UTC No. 952197
You need to solve the puzzle of topology
Anonymous at Wed, 19 Jul 2023 22:02:19 UTC No. 952199
>>952197
Its only a statue he just need to scuplt and zremesh it
topology is not needed for static objects
Anonymous at Wed, 19 Jul 2023 23:22:08 UTC No. 952215
Get a paper and pencil and spend a few years learning how to draw, then get a tablet and zbrush and spend a few years learning how to sculpt.
Or find a similar statue online for free or cheap, or pay someone $100 to sculpt it for you.
other option is scan the actual statue and clean it up.
Anonymous at Thu, 20 Jul 2023 08:03:49 UTC No. 952240
>>952199
Your don't understand. The Puzzle of topology is a state of mind. Yes, you can make 3D objects and not care about the Puzzle of topology, but you'll never be truly happy.
Anonymous at Thu, 20 Jul 2023 22:24:28 UTC No. 952358
Search for photogrametry
Anonymous at Fri, 21 Jul 2023 00:21:18 UTC No. 952376
>>952358
i've considered it but i don't really have time and money to go over there at the moment as much as i would like it.
i would like to learn how to model it myself but i really don't know where i would even start. do i make a low poly version then start sculpting? feels a bit overwhelming
Anonymous at Fri, 21 Jul 2023 00:35:40 UTC No. 952378
>>952376
AI and neural nets, anon
Anonymous at Fri, 21 Jul 2023 18:51:55 UTC No. 952469
>>952189
For a real-time application (app) like CSGO I would recommend poly-modelling a simplified version of this sculpture to your desired resolution (fidelity) and using a texture to add in finer details. I recommend using a normal map, roughness map if the engine supports them so you can create a great illusion of 3D detail. Another thing to note is to be careful of how many polygons the engine can handle so that it doesn't lag the players.