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Box modeling vs sculpting and retopology.
I prefer sculpting, I think it is fun and relaxing plus you get more control over the details but I think box modeling is a good method to pull off some really good models.
I want to know how you guys feel about it.
Which one you prefer and why?
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>>553234
>using a box instead of just using a drawn concept and sculpting out from orifices following the concept
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>>553237
I gotta see some models of those fucked up medieval painting babies, but I can only find mobile game assets!

I'm so upset
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depends on if you want to get your topology right first, or deal with it later

you need to sculpt at some point in your workflow.
it's not a question of one technique versus the other unless you're just doing low poly stuff.

zbrush->retopo, or model a low poly->zbrush, either way you're sculpting.
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>>553234
>box modeling
literally a technique older than the dinosaurs. this isnt the 90's and business value their time. go ahead, put box modeling on your resume and be laughed out of the industry
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>>553241
This one is my favorite
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Box model a low poly base mesh then sculpt for fine details.
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>>553247
Why the fuck would you waste your time doing an initial poly model if you are making characters.
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>>553234
> all these people shitting on box sculpting

Isn't blender's edit mode kinda like box modeling, does that mean I should only use it's sculpting mode instead?
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>>553244
>When some moron tries to hand a Zremeshed model to an animator near me.
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box modeling has its place, as well as edge modeling, boolean modeling and subdivision surfaces.

Most mechanical pieces work better using booleans workflow combined with some box modeling and final retopology.
Curved surfaces like the ones of a car work best using edge based subdiv surface with a low poly cage or nurbs.

ornamental pieces with many curves that are mostly hard surface are also great to do with subdiv surfaces.

Organic stuff is better tackled using sculpting and retopology. Sculpting also works to give more details to the high poly version of any of the above.

Think of how things are made in real life and try to model them using similar methods.
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>>553252
because you can simply go down in subdivision levels and bake instead of doing retopology.
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>>553273

Thats fine in only a few cases. After a sculpt the silhouette will have changed so the low poly wont capture it anymore. It's best to focus on low poly stuff when you are doing a final retopology.
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>>553234
Sculpting tools are still to primitive to replace it fully
I often find myself going back to box modeling to get some clean long forms that dont include using hpolish and fucking spending 30 min trying to straighten a form like a retard instead of sculpting
One of the problems is that voxels are too slow and polygons limit you too much

Also no matter what package you use for sculpting, be it zbrush mudbox or blender, they all have some things that work better, but none of them is what i would call a full package
Zbrush lacks polymodeling tools, 3d alphas ( coming soon™ ), lacks a better way to use trim brushesh, and even then the tablet/mouse input methods are too inferior compared to real life sculpting

And zbrush arguably is the best sculpting software, and it still feels like babys first step into the medium.

Still,, i think in 75% of the cases of character modeling sculpting will be superior than standard polymodeling of character
Polymodeling main problem is that it isnt iterative once you make something you are stuck with it unless you are willing to purge huge parts of your work, with sculpting you can remove, replace any part at any time, so you better know what you going for
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>>553273
For organics. You either create the topology at the beginning (box modeling) or you make it at the end (retopo.) If you do box modeling how can you plan at all whether your initial topology will be optimal?

>>553283
I think we can agree that zbrush is a piece of shit but poly modeling usually sucks even worse than that.
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>>553288
You're a fucking asshole. I'd like to see you code a program like zbrush
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>>553290
you could pull a better program out of the dirt
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>>553290
Do you really have such Stockholm syndrome?
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>>553255
>working with amateurs
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>/3/ says box modeling is shit
>After years of complaining by actual professionals Zbrush is finally adding decent box modeling tools and a traditional 3D manipulator instead of the clusterfuck that is the transpose tool

hmmm.....
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>>553234
I am still searching for a modeling method that gives me full satisfaction. I was euphoric about sculpting and retopology for the last five years but recently I am experimenting with traditional modelling again. Main clue to make it work though and be fun, are reference pictures or drawings, me thinks. (picture related)
If you have a decent reference picture drawn by yourself or by someone else or even a photo or something, it helps you A LOT and speeds you up when making the geometry.

>>553336
I hope their next step will be to unclusterfuck the retopology workflow, too
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>>553340
That's not box modelling, though, it's edge-by-edge modelling and it is superior in speed, cause you generally don't need to retopologize.
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>>553342
Retopologizing when box modeling takes like 5 minutes if you know what you're doing, with an added bonus of setting up all your loops so you don't have to fuck with them later.
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>Muh sculpting

Stand back and watch a master work children.
https://www.youtube.com/watch?v=LFqopkUTO0Q
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>>553347
Hmm wow that's a great job modeling a generic anime face with shit tier topology! (Check out the pentagons on the nose, lol)

Now can you show me a timelapse of point modeling a unique character that is worth money instead of a basemesh that is lower quality than the generic base that comes with zbrush?
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>>553283
>zbrush ... still feels like babys first step into the medium

There is an other sculpting program that is older than zbrush I think and it's sold with a special sculpting haptic device that has motors in it that simulates different densities of the clay. It is very mystical application because it is barely used in the traditional 3d art scene. It's called 'geomagic 3d' or so. It is used by a few artists world wide only, mainly because it is apparently very expensive and is marketed more in the engineering industrial sector. I have seen it in use on some youtube video. Dude made prototypes for polymer manga figurines with it that looked truely awesome. Unfortunately this is one of those programs that has no price tag, you have to ask the company for "an offer".
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>>553336

Thats for hard surface we are talking about characters.

>>553347

Show me a realistic face polymodeled from scratch.
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>>553348
>uses zbrush
>cries about someones topology
And the retard of the year award goes to...
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>>553385
My dude I bet you're gonna love this. There is an awesome new workflow that is taking 3d world by storm. It is called "sculpt then retopo." You begin with all the power of zbrush's sculpting. And then you simply create a beautiful and perfect topology after you're done. You should really check it out.
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>>553396
>make shitty looking mud like sculpt
>then create a lowpoly version of it all over again that you whined how the boxmodelling guy was making, extending the workload even further.
>awesome new workflow that is taking 3d world by storm
Point and laugh everyone
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>>553234
both are useful in different situation, it's not supposed to broadly be "one vs the other" (im assuming by box-modeling you mean: modeling, as this guy points out >>553342 )

>>553237
>>553242
>>553255
>>553277
this

>>553244
top zozzle! fact: poly-modeling is still very present and useful

>>553347
>pentagons
>mouth loops going up on the nose
>plug-and-play ears
HAHAHAHHAHAHA

>>553385
Zbrush's purpose is not to give you a clean topology you mongoloid. I mean, it can, and Zremesh is very useful and whatnot, but that's not why you use Zbrush.

>>553414
>Not doing retopo of high-res sculpts
Yeah, I'm pointing and laughing alright
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>>553396
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>>553457
this needs at least 40% more topology
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>>553414
>make shitty looking sculpt
Well there's your problem, you're just a bad sculptor. Sculpt > retop only works if you're actually skilled at sculpting.

Retop doesn't even matter as a sculptor working in a pipeline, the rig team will literally just tell you how to retop it based on what they want. But yeah, waste time trying to force topology onto a boxmodel before your sculpt is even approved, good way to extend the workload
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>>553457

Yes left hand zremesher is a piece of shit and right hand dynamesh is not useful for exporting but as depressing as it is the combo of zbrush + another program to retopo (topogun, 3d-coat, blender, max, even maya can retopo decently now) is the best workflow out there for character modeling
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>>553234
>Not just using both methods

It's like you don't even work in the industry.

https://www.youtube.com/watch?v=JFVyDUTj7XM
https://www.youtube.com/watch?v=zlfRNVe1kmQ




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