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File: LoPoly.jpg (19 KB, 564x423)
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Is Zbrush worth learning if I just want to make heavily stylized, lo poly rigs?
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>>580191
like pic related? no. that's a task for box modelling, not sculpting.
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>>580195
could start in zbrush to get general shapes in, then get your box modeling on in retopo
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>>580191
>stylized
then why is your pic photoreal?
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>low poly models
Use max or Maya
Which ever ur more comfy with
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>>580191
The shitty stuff in OP is regular modeling with a shitty decimate modifier on top. Don't do that. Sculpting couldn't hurt to learn if you want to do characters but you'll probably want to box model it.
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>>580377
> is regular modeling with a shitty decimate modifier on top.
How can u tell?
It does look simplified, but how can u tell from looking?
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>>580378
he can not, decimation turns into triangles, since there are triangle shapes in this model, he thinks it's 100 % done this way.

>>580341
this is another retard
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>>580191

No. You'd be dumb to use Zbrush to make stylized lo poly rigs. Vertex modelling is the best way to do that.
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>>580378
Because faux poly was spawned from a literal Blender tutorial that specified how to upfuck a model to make it look angular.
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>>580401
>decimation turns into triangles,
It can turn some things into triangles but there are several methods. The amount of triangulation depends on your settings. Everything is triangles anyway.
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>>580191
>"I suck at modeling. Please, validate my mediocrity, guys."
What did he mean by this?
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>>580443
> Everything is triangles anyway

Why is this such a persistent meme? This is true on realtime GPUs nowhere else
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>>580377
>>580453
eeh no, the shapes look intended enough to not be a cheap decimation, im fairly sure its stylized low-poly, not too bad actually

>>580375
>>580425
accurate

>>580443
Zbrush's decimation is always triangles
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>>580511
not a meme anon
everything rendered is ultimately split up into triangles, be it CPU, GPU, realtime, raytracing, etc.
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i started in maya, i also learned zbrush, i say they both have their uses for different things, i use uv master to optimize almost all my objects even ones from maya, so i dont see why not learning it, but if you are working with only low poly rigs i wouldnt even bother with zbrush.
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>>580511
It is such a persistent "meme" because as of today it's 99.9% true.
Even offline renderers prefer triangles because it's easier to optimize for a single type of ray-surface collision.
>>580529
Not eveything but you can count the exceptions. Povray has solvers for a variety of implicit surfaces that render directly but the development efforts for that approach ended around year 2000 because the main motivation was scarcity of RAM memory.
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>>580529
>rendering lines is split up into triangles
',:^)




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