Box modelling vs Vertex modelling for low poly anime waifus?Which one and why.Discuss.
Whats the difference ?
>>518778mostly in terms of the workflow.
>>518778also, there's a chance you may end up with very fucked up topologies and a lot of unnecesary detail and extra vertexes if you do vertex modelling for low poly shit.meanwhile if you try to do box modelling, you will end up with a cleaner topology and using only what is needed.Theferore box modelling is the correct approach for low poly models.
>>518781Whats the difference between box modelling and vertex modelling ?
>>518784box modelling = you make a box and create edge loops over to shape the box.vertex modelling = you create and extrude individuals vertex one by one.
>>518786so it's kinda the same thing. you don't have to stick with a single method while doing stuff, you pretty much have to use all of them.
>>518787they're not the same thing though.
when i select both edges and vertex to create a character how does it called?
using simple shapes and using union then fixing topology is easier than either approach in my experience. veryex modeling would still be preferable to box modeling. box modeling is a complete waste of time and a totally ass-backwards way of modeling anything complex
>>518775Box modelling and Vertex modelling. That 12 year old workflow.Get with the time gramps, Zbrush is the future.. You should be sculpting low poly and texturing and then using that to bake textures.That feel when people are learning a deprecated workflow for idiots.
>>518794>zbrush for sub 1k modelslmao retard.
>>518790box modelling focus on the big shapes, it's a top down approach.vertex modelling focus on extruding individual pieces, it's a bottom up approach.
>>518800>literally no diference makes using zbrush to make low polylmao zbrush shill
>>518796U ever hear of zmodeler.
>>518807>I make pixel art by using photoshop filters.
>>518796>sculpt model in zbrush>make crazy fast retopo in maya or 3dcoat using the high res zbrush model>bake zbrush model on sub 1k model if neededlmao retard.
>>518809You're saying using z modeller to model low poly inside zBrush is comparable to using photoshop filters and calling it pixel art? That is quite retarded.
>>518775I like itI don't model at all, I come here just to gawk at everyone's excellent low-poly work. Might get into it soon though not today, but if anyone posted more low poly qts for me to look at they'd be making one man very happy
>>520330Here's some stuff I saw in the old thread
>>518801You must be retarded to not see the difference
>>520332Low Poly Heads are the bane of my existence, I have way too much trouble wrapping my head (heh) around them, anyone got any tips?
>>520784its just a 12 faced cylinder with bunch of loops in between, most cases you won't have to even model facial features and if you do just extude few polygonsalso her glasses in the pic is 3 side image plane
>>520789Mind giving a critique? Trying to emulate the Persona Q models, thumb is still pretty rough
>>520804Main reference, save for the shoes/arms/thighs which are from Chie
>>520804its ok, there is no general rule for heads. hands are usually thump+ fingers like you did there.in lowpoly models they usually push the mouth faces abit forward to give the sense of mouth/nose parts
You can make her eye to have more white part.
>>518789oh, this is what OP's talking about?jesus fuck, vertex modeling, no questions askedif you want to "sculpt" something from another object you should use Zbrush instead
>>518789>OP: guise, which one is better-- karate or kung fu or boxing or kick boxing or what?>anon: what? It's not like you literally cannot kick if you're a boxer. You use everything in a fight. You're not stuck to single list of moves like in fucking Mortal Kombat or something.>OP: but they're not the same, anon! They're different!No fucking shit they're not the same thing. If you think you're restricted to using one and only one technique to get a job done then you're either retarded or too new to even be asking such questions.
I start with box to get the general shape, then start removing vertices wherever I can, and cleaning up.
>>518775Doesn't both involve dragging around vertices, cutting, extruding, edge loops and deleting faces? Just go with whatever you're most conformable with. It's all the samePersonally I always start with a single quad and just insert vertices and extrude edges along the way until I reach my final shape.