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https://www.youtube.com/watch?v=xo5-UQOo9Uo

how's this method in comparison to zspheres?
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I kinda cringe whenever I see people putting effort in "sculpting" the most shapeless animufaces when you could get that basic ass shape down with a handful boxmodelling clicks
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>>653576
handful? i usually see people spend ages moving vertices around on some hexahehdral bust then copy/paste it to the pelvis, only to fiddle with vertices for several hours. the hell are you doing to get it in a handful of clicks?
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>>653577
>the hell are you doing to get it in a handful of clicks?
keep it simple as fuck while having a subdivision modifier on it. looks great while you only have to move a couple vertices
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>>653577
sounds to me like having too many edge loops.
Just keep it simple, plan ahead, and use proportional editing with subdiv mod.
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>>653576
>implying sculpting takes more time than moving vertices around
Why do you think so many Zbrush monkeys exist?
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>>653585
Zbrush has its place for sculpting, especially with fine details. Anime faces lack a ton details. That's exactly how anime faces work. It's a fucking waste of time to try to sculpt something and having to apply the smooth brush on every second stroke just to get plain and simple surfaces that you can get so much faster and cleaner by just quickly constructing those simple shapes - ESPECIALLY when you just turn some 2D reference into 3D without a lot of experimenting needed.
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>>653592
Still,
>implying sculpting takes more time than moving vertices around
Something tells me you're either bad at sculpting or have never done it before. It's stupidly easy at that fundamental level, and far less stressful / more enjoyable than extracting edges and faces manually.
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>>653594
They key is to use the right tool at the right time.
Sculpting has its place and so does traditional constructing.



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