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Is modeling worth it now-a-days if your target is mid to high poly models, or is it kind of an obsolete art? Are there any pros in the industry who actually make things out of polys from the get go, instead of simply sculpting them and retopo afterwards?
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>>641412

Sculpting is modelling. There's always a place for vertex modelling. I use sculpting when making organics and cloth but vertex when doing hard surfaces. Trying to sculpt and retopo a length of chain would take an insane amount of time, but making it with vertex modelling takes no time at all.
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>>641412
I all for sculpting, but you should learn modelling anyway tho.
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>>641414
I was talking about organic modeling, since that's the kind that's hard.

>>641415
I guess "obsolete" was kind of a strong term. To me, modeling soft surface (from scratch) just seems like something most people don't do; am I wrong here? It seems like every game or movie character pipeline goes like sculpting->retopo, instead of being modeled from scratch, and I've even seen many artists who sculpt hard surface as well, bar those things which can be procedurally generated easily, like chains and stuff, so I'm talking mechs or armor, for instance.

I kinda like the idea of modeling, don't get me wrong; I like the precision it gives you, but from a beginners point of view, it just seems like it gets way out of hand way to fast, because it's way harder to keep things organized and flowing well at a high poly level. I don't doubt this could be improved with experience, but when I look at how actual studios actually work, I kinda wonder if it's not just a waste of time to get to that proficiency level, where you can manipulate vertices so well you can always keep them neat, and the model tidy and easy to navigate.

In all honesty, the answer I'm looking for is "yes, pros do model high poly organics from scratch," but I just don't see it, you know?
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BIG TIDDY GOTH(IC) GF PLS
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>>641418
>>641412

Yeah, I think modelling for organic stuff, even for low poly these days is kind of gone. Usually even if I work on 1K> models for mobile I'll sculpt out the shapes I want first as its so fluid and easy and then retopo them with very largely spaced vertices and then finesse that model in maya etc. Box modelling characters from scratch is not that useful a skill really. But, it's still important if you want to do anything like props. You still need to know how to do it quickly for a pipeline and animation. But modelling as a tool for creating is gone. It's just another stage of rigging practically now.
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>>641418
DAMN SHE THICC





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