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How are you supposed to handle female genitals with box modelling?
They require one of the highest mesh densities of the entire model, and are placed in an area with very low mesh density.
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the cradle of life requires a lot more attention and detail.
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>>608052
You should learn how to terminate excessive edge loops, while staying quad only.
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Only model innie vaginas. They're much more visually appealing and easier to model aswell.
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>>608068
That’s true, but it’s not as easy to do lipsync on them.

Outies > Innies. Rig those flaps, babe.
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>>608078
kek
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>>608067
So how do I do that?
I know some crude methods.
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>>608120
http://topologyguides.com/

Take your time and don't forget to have fun.
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>>608143
>responding to a question by linking something that doesn't actually answer the question because you don't even understand what you're trying to give advice on
This is the most reddit-tier behaviour there is.
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>>608162
>how to terminate excessive edge loops
>linked resource has topology guides for 2-1, 3-1, 5-3 edge loop transitions, among others

>>608162
>hurr durr
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>>608052
model legs/waist/crotch area without genitals, select quads between legs, extrude, add edge loops, extrude more where needed, shape extruded area to form genitals.
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>>608052
just break off a quad from the mesh and model the those slippery lips separate, then bridge the gap with necessary geometry
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I Sculpted and retopoed everything, so it may be easier for me to think of topology, after I got the shape I want.
What I like to do is make circular loops around thighs, butt cheeks, asshole and vulva. Wherever those loops meet with each other, that's where you are going to have your poles. After that is just figuring out where you want higher density so you can add more edges, and give it some nice flow. You then just extrude circular loops inwards and shape them.

I also have the hole genitalia puffier, to make baking and texturing easier, and after I am done with that process, and I can push the vagina deeper into the body, close lips and make the vulva less inflated.

My notes for future projects:
Make the whole thing bigger to avoid snapping of verts especially inside the hole.
Make the asshole more open, because now I actually need to add more loops and push them inside, and I don't actually have the sculpt going inside.

and with anything. You want to have some basic shapes that are going to look better thanks to normal maps and texturing.
You can think of the whole vulva as 3 to 4 shapes. You need to have the hood, with a clit going underneath it, lips, and the vagina with the whole base (urethra can be just textured, unless you are into some /d/ things), anything outside of the lips and the hood is just shaped from the main body.

I sculpted the parts separately, but retopo mesh is one piece.

As for texturing different color vulvas, you want the darker skin color for the hood, lips, and the are around with pink flesh being just the base and vagina.
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Why are people still wasting time box modelling organic stuff? Get off your lazy ass and learn Zbrush.
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>>609229
you need to understand how to box model in order to grasp how to even distribute edge flow, otherwise you end up with a model that looks like garbage rendering. keeping a mesh simple allows you to analyze how your quads are placed and how to move your edges to fix up the reflection on the surface during each test render.
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>>609233
not that guy, but I think what you are talking about has uses in retopo after sculpting. making a complex organic mesh out of scratch from box modeling is not really what people do anymore when you want to have all the extra detail from bakes.
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>>609233

this is true for retopo but just fucking sculpt that pussy like everyone in this century does. Retopo later, its a lot easier.




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