🧵 Untitled Thread
Anonymous at Mon, 24 Jul 2023 23:56:48 UTC No. 952890
finished the knight tutorial, what's next? i'm not interested in textures yet
Anonymous at Tue, 25 Jul 2023 00:51:33 UTC No. 952895
Now model a Bishop without looking at any videos
Anonymous at Tue, 25 Jul 2023 01:15:39 UTC No. 952897
>>952895
can't, i already watched the bishop video
Anonymous at Tue, 25 Jul 2023 01:42:43 UTC No. 952900
>>952897
Alright, model a human hand with good topology. Fair bit more complex but you should be able to pull it off.
Anonymous at Tue, 25 Jul 2023 02:05:37 UTC No. 952907
>>952905
i traced the profile of mine over the reference
Anonymous at Tue, 25 Jul 2023 02:11:03 UTC No. 952910
>>952908
I'll try again from scratch
Anonymous at Tue, 25 Jul 2023 21:14:03 UTC No. 953029
>>952900
Only reason to subject yourself to boxmodeling a hand is to perform an exercisein topology and possibly creating the blue print of your primary forms, if that's how you choose to go about it. Otherwise these organic volumes should be sculpted, unless you want to start making faces hyper autistically by pulling out vertices on the z axis from a 2d face mesh.
Anonymous at Tue, 25 Jul 2023 21:47:54 UTC No. 953035
>>953029
>Only reason to subject yourself to boxmodeling a hand is to perform an exercisein topology
Which is what I wanted him to do. It's a good thing to model early to gain an understanding of establishing core loops and correct topology that's suitable for animation. You learn the fundamentals there, next time you retopo a hand or hell even a face you sculpted, you'll know what to do.
Anonymous at Wed, 26 Jul 2023 00:24:21 UTC No. 953050
>>952996
>from topo horse thread
You have a few paths you can go down for topo.
>1
stop what you're doing now and fix all of the topo. Make every limb continuous and flow into the torso. Trace out folds and muscle tissue. Might be had to do on a capybara because theyre so furry. If you're going to use a fur sim then model a naked capy. IF you're modelling fur then you have like another dozen decisions to make. anyways, after fixing all topo, progress refining the shape and when you hit smooth it will look good.
>2
load what you have into zbrush/ect, refine it's shape to completion and then use its retopo tools. Then do fine details on your retopo'd mesh.
>3
Keep going extruding shaping until you're at you final shape, toplogy be damned. Then go back and fix the topology all at once. If you are rain man levels autistic you might like doing it, and that's about the only reason I can give to do it this way. It is the most work.
Anonymous at Wed, 26 Jul 2023 13:18:08 UTC No. 953092
>>953029
If he has a working topology. What’s the impediment of treating the wire mesh as a sculpt? Wouldn’t that be faster than joining shapes in zbrush? Cause I find it that way. Isn’t that the principle of a base mesh? I’ve always treated zbrush as the last step in modeling. A finishing pass to get the high density detail. You gotta build from simple to complex, but if you work the other way around good for you.