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Is there a point to sculpt stuff when you literally can make fasters models with better topology by simply modellin them the traditional way?
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>>601171
watch out guys!! we have smartass here. he just figured out /3 in a couple of words.
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>>601171
Jesus fucking christ...
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>>601172
>>601173
sculpting seems like a waste of time for game models.
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>>601174
Does it? Cool. I wonder why so many game artists do it then...

I guess we'll never know...
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>>601171
>>601174
You are 100% wrong. Go and tell some of the people from AAA studios how they are retarded and waste time by sculpting everything. They will surely appreciate your wisdom.
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>>601174
That depends if you really, really need a high poly model bake normals from at the end. If not, fuck sculpting.
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>>601177
Dude. Your time. You are wasting it. As am I.

God dammit I need a new machine. I only ever come here when I'm waiting for something to open/save/load/bake and I end up getting involved in... whatever this fucking shit is.
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Can we get a link to the Dunning-Kruger Effect Wiki included in the sticky?
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>>601181
Well, explain it then. What is a waste? You can't achieve the same level of details only with box modeling anyway.
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>>601187
>>Well, explain it then.

Here's an idea; instead of demanding someone give you a lesson after shooting your mouth off and making yourself look like a prick - why not go and find out your fucking self, you entitled, lazy, know-it-all millennial fuckwipe.
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>>601178
well, if you suck at sculpting and it is forced on you, then I understand.
which, I'm sure is 100 % the case.

the other guys are "Veterans" who were comfortable with, what they were doying. they had head in the hat, 3d was figured out, they were fulfilling their jobs. but then Sculpting happened and soon standards skyrocketed.
BTW fuck guys like these. if you wanted to achieve some stage and then work your ass on that stage and be comfortable, why the did you chose art form as your profession??

just switch to fucking low poly and you'll be alright man.
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>>601171
Look up baking and normal maps.
Then kill yourself.
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>>601188
No, you turbo idiot. I know why it is better. He, on the other hand, has stated the opposite with no arguments, despite everybody in the industry sculpting the characters.
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box modeled stuff looks more aesthetically pleasing anyway. Same reason artists use illustrator instead of photoshop sometimes.
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>>601171
i think you don't fully understand the sculpting workflow. sculpting is much faster than modeling.
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>>601216
Proof or didn't happen.
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>>601216
you just suck at sculpting, stop bringing up some bulshit excuses.
vectors are used for some forms of illustrations (like tarcing things, fonts, Logo design, UI design, geometric illustrations, etc..). aside from vectors and pixels itself, there is also big difference in Vector and Pixel tools.
do you think Logos are created in illustrator because it's aesthetically pleasing there?

if someone is making face in Illustrator, it means, that they don't know how to fucking draw. same thing can be said about sculpting and Box modelling )))
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I have never seen any sculpted waifu that doesn't look like western garbage.

cartoony game characters are best done with modelling.
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>>601247
Go away you filthy weeaboo.
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I find it easier to sculpt, I guess this is largely because I'm so used to drawing it feels more natural. Trying to vertex model organic features in characters seem difficult to me. I have tried it before and it simply was not as fast, plus I ended up having to "sculpt" to adjust vertices and to match facial features anyways.
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>>601171
depends on a few things:
>kind of asset (organic vs hardsurface)
>if it's going to be animated
>your workflow and your speed with each techniques

just pick what makes sense in the context m8
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>>601174
i could agree with you, but we'd both be wrong
99% of the time, a client will request a high poly sculpt and you'll need to bake a normal map (and possibly a polypaint) for the low anyway
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>>601247
>cartoony game characters are best done with modelling
well..yeah, the final smoothed poly-model will look slicker and cleaner, BUT you can be sure that top-tier artists still include sculpting in the creation process - usually a lot, but sometimes even if only for tweaking proportions and whatnot
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>all these retardos fightan
>Not just using a mix of both according to what you're modelling
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>>601171
I shitposted ITT and only now realized you're talking about sculpting in general and not just for characters. Well yeah, you don't need to sculpt everything, maybe only to add some details and damages to a high-poly, but for characters, I still believe sculpting is the way to go. Not saying you can't polymodel an ear or whatever and then refine it with sculpting if you can't do it from a simple sphere, but sculpting is just faster and better when you're designing something and want to test different versions quickly. If anything, it feels a lot more natural and artistic than just moving vertices around. I don't understand how some of you are literally against everything that has some artistic approach, and you somehow call yourselves artists.
>hurr why u need to sgulbt, just move verdices
>hurrr polybainding deggsdures, r u redarded
>jusd like, use phodogrammedry insdead
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I've always felt that box modeling into sculpting gives the best results while also cutting down on time.

Box modeling is boring as all hell, but it gets you a decent low poly version. Slap that bitch into zbrush then make it pretty after. Pure sculpting takes way too long to get a good base form.
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>>601260
This

>>601312
And this.

That's all OP.
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>>601312
>>601316

how about box model base with Zmodeler and then divide,
I use that method. whoever thinks that Zbrush's box modeling tools are bad, just don't know how to use it, you must create couple of macros and shortcuts for it.
it is the most underrated thing, in zbrush noobs.
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>>601312
>Box modeling is boring as all hell
Box modeling is boring to people?
Wow. I absolutely love box modeling but find sculpting unbelievably dull and frustrating.
I'm surprised there are people out there who downright dislike box modeling.
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The point is to bake normal map from hi poly mesh duh
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>>601335
Yeah, I hate it too, because as it has been mentioned, I don't feel like doing art at all. Not even kidding, I literally feel like some indian worker doing something purely technical but easy at the same time, like a factory machine. It's incredibly dull process for me to just place vertices on top of the reference image in the background. I tried following some tutorial once because I wanted to give it a chance, but I quit after finishing a half of the face, just couldn't stand it at all.

Different preferences, different processes. Whatever works for you, you should be using it, as long as the results are on a high level.
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>stop using a workflow i dont like
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>>601224
wooooooah you dont get it at all. Im talking about simple forms being more pleasing to the human mind. Look at any super dense, realistic sculpt of a human and the reception it gets from people. They'll say something like, "oh thats cool". Then if you show them a much simpler model thats been designed to be pleasing to the human mind, they'll go nuts for it.

Its a wasted effort most of the time that could have been better spent on the design phase.

I have literally no idea what you're talking about with legos in that argument. I think you're taking my photoshop vs illustrator point too literally. Feel free to keep chimping out tho

>>601222
Any pixar movie
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>>601381
But... They sculpt their characters as well. Example:

https://www.artstation.com/shaunabsher/albums/78610
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>>601381
oh you're one of those stylization fags who avoids doing any realistic organic proportions so you can dodge all the criticism of your art by stating "it's an artistic choice lol". People who suck at art will appreciate stylization but anyone with more experience will see your lack of ability when they look through your "art" and it's filled with disney/dreamworks/anime wannabe content with overdone large bug-eyes and nothing else.
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>>601316
i approve this post
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>>601171
>better topology
it's only real purpose is to cut down on render times.
if] we could get away will high poly sculpt anims we would.
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>>601381
I took that, "too" literally, because comparing Photoshop/Illustrator thing to Box modeling/sculpting was incorrect.

as other thing goes, now I just get, that you don't think what sculpting means and how it can be utilised, and as sculpting you mean Zbeush specifically(?).
Zbrush workflow does not consist with only sculpting, there is also quite a bit of box modelling involved in there, becaus there is very good tools for it. for example, when I design character, I box model it's armor first, in zbrush and then detail it. nobody is sulpting everything, who at lest is not complete noob.

mainly Zbrush is used to design things, and it's much, much superior in designing things, than box modelling.
oh and I'm all for stylized aesthetics.
scupting elevated 3d to new heights tho ) there is no denying to it, many, many 2d artists and concept artists started work in 3d, because sculpting exists. I would never started 3d if not sculpting.
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>>601468
keeeeeeeeek
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>>601216
I’m blown away at all the stupid shit I’ve been reading in the last 10 minutes, are we being raided? I know this is a real post but I just don’t want to accept it.
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>>601468
Rigging too. Also CPU/memory demands for interactive use.
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>>601171
Trust me OP. I was once like you, hating sculpting because
>muh edgeflow
>muh wasted time
Then I discovered that proffesionals acually bake something called maps form their high poly sculpt to their low poly mesh. And that was the secret to it looking amazing.

Try learning sculpting dude. Its not that hard and if youre already familiar with 3d modelling it should take you a day or two at most to get decent at it.
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yeah i hate box/extrusion modelling and only really get the results I want from sculpting

then i kinda do this thing where i trace the sculpt with flat shapes and stuff until i get a less detailed (but still fairly detailed) model that i can either glue the sculpt detail to or if on a poly budget just use the 'traced' model
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>>601171
>is there any point in using photoshop when you literally can draw in MS Paint?
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>>601733
"if youre already familiar with 3d modelling it should take you a day or two at most to get decent at it"

>unironically believes this
>shits out something like attached picture

Give yourself a pat on the shoulder, pally. You're going places.
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>>601755
Yeah, that's true, sculpting really is a completely different process..




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