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Anonymous No. 978084

When do you sculpt and when do you box model?

Anonymous No. 978089

>>978084
>when do you box model
When making a base for the sculpt or when you are going to hand paint/photobash textures directly onto lowpoly
>when do you sculpt
When you will be baking sculpt to lowpoly

Anonymous No. 978095

>>978084
Box modeling is for making something mechanical, architectural, or low poly,

Sculpting is for organic shit that you just can't get right with box modeling.

Anonymous No. 978113

>>978089
>>978095
Insightfull.

Anonymous No. 978114

If you're shit at one you have to do the other

Anonymous No. 978122

>>978084
https://youtu.be/lGJBUauU-CE?si=0Ms4ZHbpAB9AC4n4&t=170

Anonymous No. 978123

You use both interchangeably all the time and just about every model will use some amount of both. Generally speaking though the more gribbly and organic, more sculpting, the more mechanical and clean, the more modeling. Something like an anime female face will usually strike a balance between the two.

Anonymous No. 978196

>>978084
sculpt when you want to have fun and make cool shapes
box model when you want to be autistic and fabricate digital machines

you have to know both

Anonymous No. 978197

>>978084
box modelling is a retard variant of 'poly modelling' where you extrude faces out of a box, pretty much never do that.
But you model anything with your favorite poly tools that you need to be very exact, including organic shapes you need to rig like characters.

If you model, sculpt or do a hybrid between the two on characters is a preference that varies from artist to artist there is no one workflow that is correct.
Creating a finished asset is a iterative process that will have you create an approximate version of your character that may be first modeled or sculpted and then retopo'ed
test rigged and work out that all your geometry is correct and deform well, initially it will always have flaws and need to be tweaked and rebuilt to some degree.
You will keep make corrections till you have a good final base, then you'll pump up the resolution of your geo and do a beauty sclupt pass for all the final details to use as normalmaps for game assets or as displacement maps for running sub-d for offline rendering etc.

It's not a straight forward process that is anywhere as ideal as it's typically presented.
High quality assets will be rebuilt and tweaked many times during production til it arrive at the final form and what you sculpt and what you model is ultimately a preference.