[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



File: BlenderDesktopLogo.png (242 KB, 1054x934)
242 KB
242 KB PNG
Im in a pickle /3/, Im on a team remastering an old game from the early 2000's, we've been in development for a few years and we want to get it out and done. Right now im fighting the urge to import the model and trace the damn thing. I fear that it will stunt my growth since id be tracing a mesh and not modeling it freely. I just finished up with my deadlines and im doing extra work while I await some new ones, what would you guys do? Trace to get it done or take some more time and model it only using ref images?
>>
>>631765
if you decide to "trace" it, think of it as a retopo practice, rather than modeling.
>>
>>631765

Timesplitters, by any chance? If so, that thing has been in development for a frankly embarassing amount of time at this point.

Just 'trace' it. Like >>631779 said, it's retopo, and it's not like being able to retopo a low poly model into a high one is a worthless skill.

Get the job done. That's what matters.

Having a completed project on your resume is more important than anything else, and if you sit in development hell forever, you'll never get there.
>>
1)get the shit done
2)learn




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.