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File: rm.png (309 KB, 1366x768)
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Hi. a 3d amateur here.

So I was modeling a human and now to the point of elbows and knees.

I was wondering I am doing ok here or is there a better method of modeling the knees and elbows?
>>
You should just sculpt detail like that. The arm should just be a bendy tube that you apply a normal map to. There is a debate as to whether muscle based loops like you have done or the bendy straw method is best.
>>
there is no rule,just have enough at deformation areas
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Doesn't look like a good method, made a bunch of poles at a spot that will see a lot of deformation. I just add a few extra loop cuts at the knees and elbows, it'll give you enough faces if you want to make the elbow more apparent.
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yes it's fine
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>>520029
>>520038

plebs don't know what they're talking about.

This is fine. Those poles won't do a damn thing.
Retards just like to think pole + deformation = definitely going to shade poorly. This isn't true until you skin the model and test deformation. It is very rarely an issue.
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>>520082

Show me one video game that uses this technique. Poles are also terrible for sculpting.
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>>520029
>>520030
>>520038
>>520082
>>520125

I dont know what poles are. I am just quite following the Rather human modeling tutorial.

So any pointers or tips or lessons would be greatly appreciated

For now, this is what I have done, critiques?
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>>520587
top view of it
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>>520588
>>520588
hand topology.

I know I messed up since I dont think its natural, please help
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>>520591
oops
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>>520592
bottom
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>>520595
back
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>>520596
side
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>>520597
front
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This is what I mean by bendy tube. Modeling in features wont work because the mesh will look wrong. It's best to have the silhouette correct then sculpt on top of that.
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joining this thread.
can anyone tip me on this one
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File: シャーロッテ.png (694 KB, 540x960)
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i am modelling too.
but i feel so troublesome for conbining model with swimsute.
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>>520621

I can see that you know what you're doing but that you lack experience.

red: These give the eyecorners detail. Should follow sideways all through the ear and around the back of the head.

green: jawline and loop around ear.

purple: walk straight over the head from front to back. they are on a 90 degree angle with the mouth loops. you could use some more density as well for more detailed nose/brows and lips.

blue: this is the way you loop around the mouth area.

orange: need a loop around the mouth seperate from the blue loop to define area between nose and toplip but you seem to have figured this one out already.

all these loops can be divided into as many as you need to make the detail you need.

The cheek area between the red/green/blue is where it doesn't really matter that much and where you try to dump all your loop connections(vertexs with more than 4 edges)

hope it helps. Topo is hard but you're definitely on the right track.
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>>520870
iv seen people advocating the green line before
but from examples iv seen everyone has their own guidelines
the question is should you use much as possible guidelines
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Any tips for modeling the groin, butt, and hip region? The entire bottom half of the torso gives me problems with thinking that things aren't quite right or could just be better.
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>>520874
From my experience the green line makes sense for jaw deformation.
Different characters ask for different emphasis on guidelines. Orcs have these wide mouths that need specific mouthloops and make the cheek topology completely different.
A character with a huge nose might need a lot of the purple and blue lines.
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>>520029
wut
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File: hed1.png (300 KB, 1366x768)
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Im the OP again. I made an ear, but having a hard time to connect it back to the head.

someone suggested to me that I just put it on like the pic. Is it acceptable?

I am doing the 3d model for a game
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>>519993
Get rid of that extrude now



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