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I've been working on this body for 3 hours. Do most people just sculpt and retopo their models?
>>804635not much anymore, people just polymodel characters these days.
>>804636nonsense, grandpa. the cutting edge character workflow is assembling them out of flat-shaded primitives like in money for nothing. that's the future.
>>804635You are a fucking retard. 3D is not for you.The first time I tried to model a torso in Zbrush I did something 100 times better in just 30 minutes
>>804635>3 hoursThinks that's a "long" time.
>>804646You mean you sculpted a torso?
>>804647Is it bad for three hours then?
>>804635How did you make that?
>>804649Not when you are learning. You will have to put 100s of hours in to get good.
>>804646>>804655Flat out lie and you should be ashamed of yourselfI'd call you a joke, but jokes are funny
>>804650I'm really sorry for not responding. I used a reference of a woman and made each limb individually. I tend to make awkward limbs when I extrude them from the body, so I made them separate. The legs and arms were long square prisms with the top faces deleted and a had a subsurf.
show the butt
>>804635Honestly, don't even concern yourself with how long it's taking you. This is pretty good so far, and you're at least paying attention to topology unlike a lot of beginners. As for your question, it heavily depends. Sometimes you'll purely sculpt then retopo, or you'll sculpt on a clean base mesh to save time, then retopo, or you'll sculpt on a base mesh and not even retopo because the original base mesh is good enough, or you'll just poly model the whole thing. It really is a case to case basis and you gotta do whatever works for you.
>>804635These times are totally normal for a beginner. Dont trouble yourself with the pace, just keep going and youll naturally become more efficient over time.Also after a few models done you will find that designing a base model for human characters that you base all future models on is the way to go. It has topology and uvs already sorted out and just needs to be reshaped with every new character you create. You then also improve little issues that it might have over time with the different use cases you put it through.
>>804635ok... how to explain... this is highly dependant on application but lets assume you want a portfolio piece, box modeling shit is for very low poly/stylizedwhat you use box modeling for is prototyping and base 'its at least something to work with' work, or if you are doing something completely mechanical and need that perfect edge feel. but even with mechanical, its possible to sculpt it and possibly sculpt it faster as long as the part doesn't need to be working. what you are doing is not bad to know how to do, but every industry has moved away from this and went to sculpting that this kind of work is almost pointless unless you want a really simple model for learning rigging or animation. as for modeling fast, the more you do something the more you know how to do it. for me the easiest way to explain it is photoshop, the first time you cover a blemish you may have tried to paint it, the next time you may have clone stamped it, by the 10th time it's second nature and you don't even bother looking to closely at what you do. at some point you know exactly what you are doing and getting from point a to b is simple, that's the same with modeling.
>>804652This. OP, 3 hours is generally a blink of an eye when it comes to any kind of 3D production.
>>804769This.Also, check the feet. They're always slightly larger than you expect.
>>804635OP this is good
>>804635>I've been working on this body for 3 hours.Ask me how I know that you masturbated at least 2 hours while modelling this.
>>804646Sculpting gives you good models, but box modeling gives you good models and topology from the get-go.
>>804635That's actually pretty good for 3 hours anon. If you pop a multires modifier on that and sculpt some higher details it could turn out really good if you're not going for the low-poly style. As for your question, 95% of modelers nowadays use the blocking->sculpting->retopo workflow for their work. While this is a versatile workflow, it is pretty time intensive if you're just starting. It's not too useful if you're going for a low-poly or anime-like aesthetic though, for that box-modeling is more useful. If you look up "modeling vtuber in blender" or something like that there are a lot of videos of people poly-modeling anime characters. https://www.youtube.com/watch?v=L0FUeoHgGBQ
>>805116>but box modeling gives you good models and topology from the get-go.at 5 times the time investment, and with ps2 levels of detail. no thanks grandpa, i'm not making a retro videogame
>>805157that's why you subdivide and bake
>>805186You don't magically conjure detail by subdividing
>>805189Sculpt the details after subdividing and bake it onto the lower res model fucking retard!
>>805190this approach works only for hardsurface
>>804635That looks excellent OP. I'd be very proud of something like that. Feet too small and narrow though.
>>804635you keep practicing
>>805190or i could just sculpt it in the first place like a sane person. sculpt+retopo is way faster and more convenient than boxmodel+sculpt. you have not shown any benefits of your goofy mid-2000s workflow. again, i am not trying to recreate old videogames, so why would i copy their methods?