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>Spend $600,000 to go to art school to learn how to sculpt deformed alien heads in Zbrush
>Some random nip on twitter who taught himself how to model consistently busts out studio quality models by stitching edge faces together by hand

Is sculpting a meme?
>>
its a shortcut if you already know what you're doing. IDK why youd start with it
>>
How is that "studio quality"? Must be fun creating corrective shapes on top of that mesh.

But yeah, going into debt for art school is pretty dumb.
>>
>>679693

This was the only option for along ass time

https://ricardocasarino.files.wordpress.com/2008/05/paul-steed-wordware-modeling-character-in-3ds-max-2002.pdf

Of course this guy has the advantage of massive amount of polygons to play with.

though im sure people even now do some form of poly modeling since i supposed not everything can be sculpted, though im not a leader in that department.
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>>679693
>by stitching edge faces together by hand
i asked him what his workflow is like. he said he basically models these with the multicut tools aka just cuts into the mesh and shapes it. and the diagonal triangulation is just for shading.
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>>679703
hes literally shown gifs of it dude, he makes a bunch of cross sections then bridges them
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>>679693
yeeeeeeeaaaaaaaaaaaah

Poly modelling will never die
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>>679693
im pretty sure topo like this it's total cancer to work with for an animator
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>>679704
no thats different moron, and he doesnt bridge them, he uses boolean operations which he literally tells you in one of his tweets. im talking about him actually sculpting the details with the cut tool which he answered for me.
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>>679711
he rigs them and animates them.
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>>679693
Oh LOOK it's THAT thread again

YES, he's better than you. Now FUCK off.
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>>679711
You have no idea
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>>679715
you do either because you dont rig/skin
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>>679718
You don't know that you fucknugget
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>>679721
yes i do
>>
Im learning how to rig and skin before learning how to model becUse I can't decide if I wanna zbrush then retopo or polymodel. What do?
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>>679693
From the start, I've always thought sculpting to be a really weird way of doing things, but over time I kind of got desensitized to it, and now I use it all the time. It just feels like a mess of a workflow. It always seemed to me it would be faster to learn how to properly poly model, and learn how to handle high poly counts within that way of doing things, instead of playing around with sculpting and then having to retopo your shit.

>But muh concept
Concepting is done with drawings and paintings, not in 3d. Why would you EVER waste time with 3d concepts, other than the fun factor of it?

Am I that wrong?
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>>679732
Yes you are. Macettes are important for 3d films. You need hundred of drawings at different angles to match its value.
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>>679734
You can simply polymodel the maquette, though. I don't get your point.
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>>679739
Except that would be harder to edit and change proportionally while keeping a high resolution of detail. Things like the lips or eyelid depth or how the ridge of the nose smooth into the brow ridge is fast to sculpt and change. Thetes little commitment there compared to a polygonal edit that might require more loops or subdivisions to support greater detail.
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>>679741
Hence why most people draw a simple concept that they can show before they start working in 3d. You can say the same thing for sculpted stuff: if you want to change something you can't really easily do it without having to go through the whole retopo process again.

Unless you're only talking about things that aren't really meant to be rigged, in that case, sure, go nuts.
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>>679742
The drawing is crucial but sometimes not enough to commit to a high budget film. Lots of people have different opinions and. Have their hands on things. A sculpt will be something they can spit out without concerning themselves about it's usability in production. Its strictly a design choice and if they don't like it they can suggest changes. There is no retool in that context because it hasn't been done yet. You're merely taking the visual content not animation.
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>>679693

All the features look bolted on especially the breasts. You cant get a soft natural look unless you sculpt.
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>>679741
>Except that would be harder to edit and change proportionally
no it wouldnt? its like you think poly modelers cant use sculpting tools to shape the mesh
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>>679747
i'm not saying that, it's more that you have to add in edge loops to bump up local resolution on stuff like facial features or musculature. muscularity. cloth wrinkles. shit like that. the base mesh could be made but that's not enough for a design where people wanna see everything that will hit production time.
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>>679755
wot nigga, youre saying sculpting that would be faster because it wouldnt.
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>>679732
In what way is it a mess of a work flow?

The sculpt doesn't have to be hyper detailed anyway. Just block in the general proportions, then all your fine detail goes into the multires/bump map. What I don't understand is making a super-detailed sculpt to start when you'll just have to end up doing it all over again at the end of retopologizing it.
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>>679766
>making a super-detailed sculpt to start when you'll just have to end up doing it all over again at the end of retopologizing it.
You can easily transfer the detail from the initial sculpt to the subdivided retopoed mesh.
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>>679693
Sculpting is vital to landing a job as a modeller. If you cant sculpt, well fuck nobody wants you. Imagine paying for a painter to paint you a protrait, but the painter didnt know how to paint with a brush, just sticking his dick in a box of paint and slapping it on the canvas. The image youve shown a decent Zbrush modeller could make in an hour... Of course it is already *retopoed* but I mean, making a model that way takes ages and its nothing but laughable seeing people waste their time like this. There is a reason he posts images on Twitter, because he has no job in the industry.
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>>679693
>thinking that the anatomy in this model is acutally good

oh /3/..
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>>679782
imagine thinking like this. he stated he does this for fun when he's done working. keep deluding yourself though.
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>>679786
Cool thing but being realistic. When you apply for work you compete against the best in the industry *depending on your ambitions*. All I am saying already working in the indsutry is that making models like this is for your career a waste of time. If you do it for fun and have 0 ambitions to get into the industry go right ahead. I remember browsing /3/ before I was working in it, I am just tryign to help OP.
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>>679785
Literally nobody is saying that.
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>>679782
>The image youve shown a decent Zbrush modeller could make in an hour... Of course it is already *retopoed* but I mean, making a model that way takes ages and its nothing but laughable seeing people waste their time like this. There is a reason he posts images on Twitter, because he has no job in the industry.
nope.
>>
>>679723
You know shit about me, asshole
>>
tl;dr

Whiny bitches crying as usual.
The Japs are good at what they do.
Get good yourself or fuck far off, nobody cares.
>>
>>679782
poly modelling can be just as fast as sculpting, in fact i believe sculpting is slow mainly because the retop just makes it lag behind poly modelling. that new skin for trist was sculpted but riot couldnt use that model so it had to be retopo to low poly, so yeah it just adds an extra step because artists are brainlets when it comes to poly modelling.

daily reminder if youre a poly modeler youre gmi
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>>679785
Link to your portfolio
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>>679800
t. asshurt weeb
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>>679803
Link to yours, fag
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>>679782
That guy is a hero, the things he's doing not only is good but most important his mind is free.
Now you industry cock-suckers on the other hand goes shitting in every thread "Oh you have to follow the industry standards" "You wrong because the industry do not say so" "You should obey the industry" Fuck the industry dude. What now? Even creativity now will be centralized?
The corporations sucks and I think people should focus on what workflow works better for themselves, if what comes out of it is good people will buy it.
Make connections, make circles and build independent stuff or be the industry cattle and spread literal garbage with a bunch of SJWs.
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>>679693
>studio quality
>with that lower arm
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>>679824
You are the bullshitter. If your portfolio can't match that of what that Jap does then you can fuck right off.
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>>679693
Sculpting isnt a meme. Organic forms are way easier to define when you're sculpting them in zbrush or something, just use softer, round brush (not the airbrush ones but the one that looks like a slightly blurred circle) on clay buildup or something. He might spend a lot of time stitching polys togetger but in the industry that isnt gonna cut it, sculpting is faster and will give you good feedback. Also, his topology is just a fucking mess, tri's everywhere and especially weird around the edges where it would bend if it had to be rigged.

Also to make good deformed alien heads you have to study human anatomy to make believable aliens. I'm in art school currently (in the netherlands, a whooole lot different than art school in usa) and we had things like live drawing n shit.
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>>679820
I'm Asian (HK) and you are a untalented western pig
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I wonder if sakuramochi is the same dude who did pic related, I had saved his blog like 12 years ago but lost the link.
Anyways OPs pic doesnt do justice since he works using subd and that model is triangulated.
>>
>>
>>679893
More competent lighting can do a lot...even to old assets as I noted.
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>>679785

> So autistic that it bitches about stylized anatomy.
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>>679895
https://www.artstation.com/artwork/9e3lgv
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>>679900
good lord, those azns really overdo it every time
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>>679889
>he works using subd and that model is triangulated.

excuse me? how can you subdivide a triangulated mesh? wouldn't that produce spirals? i need documentation on this shit.
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so what does it take to get to the level of making character models like this using selection tools? i want to get to this point but most methods i see aren't anywhere near as detailed as that. they usually look really smooth with no muscular detail, which this obviously has. is that due to the triangles letting him do deeper creasing?
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>>679921

You can use triangles in subd modeling anon, you just have to put them where they'll be useful. Look at the guy's wires he didnt fell for the quadrangulated jew, yet his models are appealing and rig/deform properly which is all thats needed.
>>
skinning that looks like a goddamn nightmare
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>>679925
should i practice making props and stuff in softimage to get the hang of this?
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>>679927

Anywhere really, as long as you can preview the subd.
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>>679906
kek
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>>679926
UVing is a fucking nightmare no matter what isn't it?
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>>679926
Maybe he's just better than you
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I don't get why /3/ fetishizes the work posted by OP so much.
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>>679926
Except it isn't. He rigs his models which immediately puts him league's ahead of most modelers.
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>>679693
first of all.
Art school is for faggots.
Second of all
if you can`t learn by yourself, u are a dumb fuck.
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>>680009
based as fuck
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>>680004
the guy is Japanese, that's all it takes
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>>680004
Because you can't do it, trashtalker
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>>679693
OP do you really want to spend weeks making something which could have been done in less than a day? And your client won't even give a fuck because all models look the same to him whether sculpted or not.
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>>680073
who said it took weeks?
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>>680067
Nor do I have to. My job doesn't involve modeling.
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>>679693
If you think those who go to art school care about money im sorry but youre pretty fucking dumb.
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>>680105
Some do. I'd say it's not that rare to hear "art school" and "debt" thrown into the same sentence.
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>>680119
Obviously, you'll care about money if you're having trouble to obtain enough to live well. But that doesn't mean that many people go into art school planning to become rich. Those who do, well, are uninformed, or plainly dumb. The rest know very well about how much money it can give them in the long run, and, even more importantly, about the real chances of having a long-lasting career in the art industries.
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>>680020
soon you westerners retards you be talking about japanese privilege.
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>>679906
Why would he do this, anons?! WHY?!
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>>680269
Because there's over nine thousand hairs on the human body.
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>>679906
Fuck me, he zooms right in on her nose in the post as well. How could he have not noticed that shit, lol?
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It's nice work. I still box model myself but I'm slowly learning to sculpt. Both have their uses and they compliment each other..

And a good box modeler can knock out a basic character in just a few hours or less. A good sculptor could probably do it faster and with more detail, but it would still need to be retopod and tweaked depending on what is used for.

In the end, who cares? I see trash in many video games that sell millions. The general public doesn't care.
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>>679693
i learned how to model watching his work flow. its less modelling and more like drawing
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>>680269
It's called "Megarealism" and it's an illness many 3D artists suffer from. There is no known cure to it.
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no clue why you'd ever bother mucking around with box modeling or sculpting, when you could just do this.

the superior workflow IMHO
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>>680358
is there a tutorial for this technique?
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>>680285
This. I like to sculpt and retopo large masses of the body. Then for more flimsy areas like the nose, mouth, eyes, hands, etc. I find it way easier to just box model and patch it to the body.
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>>680360
its just literally normal poly modelling, hes just using boolean operations to merge the objects he modelled separately, nothing impressive going on in here, maybe to /beg/s
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>>680368
COPE
O
P
E
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>>680370
That's what it is, Anon. Are you non-figuratively retarded?
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>>680370
Its all experience and tolopolgy knowledge ya fuckin retard. There's no special technique or shortcuts on display here.
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>>680371
>>680373
>being this buttmad
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>>680373
>tolopolgy
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>>679693
This guy is in a very special position where he put in the time to learn to create really nice anime models in Maya. He can do all this wizard topology shit and not have the model not look like a mess of poles at the end of the day, so he clearly demonstrates knowledge of how to create topology properly. He also learned to use Maya's shader graph to make some cool stylized anisotropy curve shaders, which is a skill that probably 1% of Maya users have. On top of that, he's very chatty, able to communicate on Twitter in both Japanese and English, and he frequently shares his techniques with people that ask, which demonstrates a lot of goodwill towards his fans. His animeshit looks good and gives me a boner every time I look at it - """proper""" anatomy nonwithstanding (your average user, which is likely more than 90% of people everywhere, cares less about that than you think).

This guy is in a PRIME position to be hired by any company in Japan already, he's not some destitute /3/ user bitching about software. And all the faggots in the thread can say is,

>mUhZbRuSh, mUhScUlPtInG

Unbelievable. zBrush would add almost nothing to this guy's repertoire or workflow at the end of the day. Stop trying to push sculpting onto everyone wanting to do character modeling, it's fucking creepy and makes you look like a cult. There's more than one way to skin a cat and this guy is living proof of that.
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>>680412
this
/thread
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>>680412
>Unbelievable. zBrush would add almost nothing to this guy's repertoire or workflow at the end of the day.
Maybe, maybe not. Zbrush is for speed in results, and if it takes too long for him to reach the desired result and it´s bothering him he can always consider using it - the problem being the learning curve on that acursed layout.
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>>680433
>the problem being the learning curve on that acursed layout.
ZBrush's UI can be learned in a couple of afternoons. This meme needs to stop.
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>>680440
It's true that getting started is not as bad as people say, but the shittiness of the Zbrush UI is far more than learning how to load subtools and sculpt. All of the interesting functionality is buried in random unintelligible and poorly labeled menus.
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>>679693
This looks like really bad typology.
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>>680447
>t. angry blendlet
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>>680412
>anatomy
Its fine, I think most blendlets just complain because its anime PROPORTIONS what they're looking at, while trying to make their models as unappealing as possible because muh (((realism))).
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>>680447
What's 'bad' about it? Does it display any artifacting that negatively affects the visual quality of the shading and deformation?
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>>680447
>>680459
it's bad if there's going to be animation involved
if not, it doesn't matter

>>679693
also sculpting is far from being a meme, it takes a lot longer to come up with what OP posted with polymodeling than just doing it in Zbrush
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>>680461
He's animated it and posed it plenty and it's perfectly fine. Look at the media in his twitter and you'll see plenty of examples.
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>>680461
you seem to be lost, the /beg/ thread is a few blocks down
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>>680412
Tfw your subdivision pinching is so bad you can only make decent renders if you pixelate everything
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>>680412
The muscles don't deform as she moves. It would be interesting to see how that kind of mesh behaves when rigged with realistic deformation. I'm guessing it wouldn't work well, but I'd happily be proven wrong.
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>>680475
>muscle deformations
>realistic deformations
Holy shit, it's a fucking Japanese cartoon. Only super anal, disconnected from reality idiots check if the deltoids are moving properly if the arm rotates five inches forward in something mega stylized like this. You know what actually matters for this sort of model?

>do the arms and legs lose form when they bend inwards?
No? Great!
>do the tits and ass jiggle when she moves?
Yes? Icing on the cake!
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>>680474
Thats a viewport capture nigga
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>>680475
>t. autist
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>>680474
>>680475
The desperate niggas in this thread, fucking hell.
This Nip shits all over you, now back to making ugly semi-realistic potato people in blender you envious wankstains. Holy shit....
>>
My workflow is retarded but, I kind of retopo as I go instead of doing it all at once. It's a mixture of hard-surface poly modeling and sculpting, I just go back and forth using modifiers. I'd compare it to writing, in the sense that when I write I'm revising as I go so I don't have to spend as much time editing later. It just feels easier to break it up that way because I really hate retopo, but I don't know if that's how professionals do it.
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>>679693
>Spend $600,000 to go to art school

imagine doing that lmao.
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>>680412
"the industry" wants fast, not good.
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>>680542
I wish I was this good. :/
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>>680483
You keep going and going, Mr Projector. Do you have a thing for that modeler, or what?
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>>680542
Have you followed his Twitter? He will get a full character done from original concept to rigged and posed in the span of a week or so. That's already very good and above and beyond an acceptable time-frame to shit out a character.

The characters happen to be of a great quality on top of that. And that he can work on his own concepts... If that guy doesn't have a job already, it's purely because he doesn't want one.
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>>679925
Comments like this are why people need to take shit on this site with a grain of salt.
Obviously the triangulated model show in OP's image is final and not intended to be Sub-D, there is no "Useful triangles" in Sub-D.
blind leading the blind is the moto of /3
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>>680542
wtf lole
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>>680570

There are useful triangles in subd, are you that fucking retarded?
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>>680572
How about you try to elaborate with words instead of posting a hideous model
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>>680573
Cope more blendlet
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>>680574
Im waiting for the explanation,but you have none, no surprise.
Those wrinkles look horrible btw
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>>680575
Post wrinkles then
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>>680570
what people really dont understand about subdivision modelling is something that doesnt get explained at all. firstly on what subdivision actually does to the cage model. triangles and n-gons do get converted into quads but that makes the mesh uneven. what i mean is since triangles, quads and n-gons have a different count for triangles they will all have different subdivision count. meaning triangles will split into 3 quads, quads into 4 quads and n gons into 5 quads. and what gets overlooked A LOT is people will have n-gons but that ngon has a triangle or two inside instead of the ngon being a complete 5 sided polygon so that means the count will be even higher and denser than it needs to be.

this is why you want a clean cage, meaning you model it in quads and you use N-gons or triangles for extra leverage because unlike quads, triangles and N-gons have a geometry shape that runs diagonally where quads just run perpendicular. pixar has a name for that n gon and its called a saddle point, and you will notice how that saddle point is a complete n-gon and no triangles inside of it so it will subdivide evenly.

now to elaborate on how to use those n gons and triangles is because they work like poles. poles give quads that extra degree for it to face because again, quads are too perpendicular. so in essence you can model the entire thing in quads you just have to know how to evenly add the extra loop for that quad to bend on that pole. this is why poles are used sparingly, unless you are going to go into detail where it will give you the extra room to move.

this is why with good low poly models, you will see triangles and ngons in complex areas, while the rest is in quads because quads are good for one direction giving its perpendicular-ness.

with things like OP, its not a subdivision model, that wireframe is the final, you can subdivide it but with that set up the count will be ridiculously high because of the amount of triangulation.
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>>680572
>>680573
im >>680579 anyways like this guy said >>680570
Obviously the triangulated model show in OP's image is final and not intended to be Sub-D,
he is right, thats the final model, you cannot subdivide that mesh, however you can subdivide this one >>680572 because you will not how there is almost no triangles just n-gons and i mean complete 5 sided ngons and quads, so this will subdivide nicely as i mentioend in my post.
so >>680572
stop acting like a retard and saying triangles are useful, and then proceed to post a model thats ment for subdivision when we are talking about OP, even in the artists post(pic related) you dont subdivided a triangulated mesh.
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>>680580
>>680572
so again, models on the left are not for sub-d, models on the right are for sub d
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>>680570
Get fucked n00blet
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>>680583
Read >>680579 and >>680580 and crawl back in shame, faggot.
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>>680585
Fuck off n00blet. Get some anal cream for your butthurt like all the other autists in this thread. The Nip simply does it better than you potato people creating spergs ever could. Artstation or GTFO niggs
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>>680586
lmao
>>
>>680579
i see so tri + quad = 7 quads when sub-d
while 5 sided ngon = 5 quads when sub-d
while covering the same area
and >>680580
is an interesting application for getting more millage for subdivisions with 50% more faces and breaking up perpendicularity.
im more fond of doing retopo for proper edge flow if i need to sub-d and sculpt but this is interesting might actually be useful

>>680583
lol he shits on you in the post if you would have actually read it, stay NGMI
>>
>>679693
Does he ever texture these models? It's impressive, but I can't see anyone sane UV mapping that.
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>>680595

Fuck you, envious no talent piece of shit

>>680597

Because you suck. No vision, no talent. Small minds.
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>>680597
How would it be any different from UV mapping any other human figure? There's edge loops everywhere you'd put seams normally.
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>>679693
>do thing in non-standard way
>omg what a retard
>do thing in non-standard way but be japanese
>OMG WHAT A GOD HOLY SHIT
another day in 4channel.org
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>>680624
Seething
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>>680581
>subd model shows both triangles AND 5 pole geometry
I dont even know what point you're trying to prove m8.
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>>680570
Quads only is a rule for people that don't know what they are doing with Subd's to follow. As this thread is demonstrating there are shamefully very few people who know enough about Subdivision surfaces to effectively model with anything other than 4 sided polygons.
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>>679799
I know you're a little bitch.
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>>680632
>im so superior that quads don't even apply to me
the best guideline is still to work with as less tris as possible.. for subdivs, yes, but also to keep things clean and be able to work with loops and rings that aren't constantly being broken by fucked up geometry...
>>
>>680627
you cant be serious, you just might actually be retarded
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>>680643
For beginners and intermediate subd modelers,yes. Very few people understand subdivision surfaces well enough to work like this Sakaramuchi guy does. That doesn't mean they should try to understand it though.
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>>680640
Suck my dick or cock
>>
>>680652
Damn that guy was right, you are a little bitch. Probably a Pajeet too since you can't make up your mind on which english word to use.
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>>680624
This. If sakuramochi were a white dude on artstation everyone would be shitting on him.
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>>680735
Butthurt loser because the Nip is the superior artist
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>>680744
Careful, if you keep projecting that hard, you may end up with flipped normals.
>>
>>680744
No one is debating if the Jap is a good artist or not. We're talking about how much of an incel loser you are who can barely form coherent sentences.
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>>680747
keep crying because your job already outsourced to India or China
>>
>>680762
Osmosis (/ɒzˈmoʊ.sJs/) is the spontaneous net movement of solvent molecules through a selectively permeable membrane into a region of higher solute concentration, in the direction that tends to equalize the solute concentrations on the two sides. It may also be used to describe a physical process in which any solvent moves across a selectively permeable membrane (permeable to the solvent, but not the solute) separating two solutions of different concentrations.
>>
>>680762
Keep crying because your job is getting automated.
>>
>>680446
>>muh UI/UX

but who was customization
>>
>>679732
2d concept work is dying fast because studios expect fast iteration on shots (lighting, composition etc) which is impossible in pure 2d. Sure stuff like matte backgrounds etc will never go away but there's literally no reasons to not bring the upsides of 3d to concept design. Look up people like Maciej Kuciara, Shaddy Sadafi's One Pixel Brush and Jama Jurabaev to see how prominent people in the industry mix 3d with 2d to get the best sides of both. Speed is key with this stuff
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>>679732
>Why would you EVER waste time with 3d concepts,

Because 2D concepts don't perfectly translate to 3D whereas your 3D concept (obviously) literally does.
It's not a demand made of 3D artists however, so people like Torr Frick that can quickly concept something in 3D and have the art director (or other relevant creative lead) right there over his shoulder saying "change this, change that, change that, change that" are an oddity.

For now.
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>>679698

This.

Hell really skilled OG game artists who have been in the industry since gen 5 or earlier can do this with half the polycount.

It only seems amazing if you are young/in college and have been taught starting from sculpting easymode so you don't know that this was the method used before things like Zbrush were a thing.
>>
T H I C C
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>>679693
based
>>
Someone link the twitter
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>>683638
(@sakuramochiJP): https://twitter.com/sakuramochiJP?s=09
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>>679693

That looks bad tho
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>>679693
Sculpting is a huge fuckin meme. Every model ideally is precision made with not a poly more than needed to create a shape at the desired detail level. Even though most people can't do that, you can still achieve far better shapes with poly stiching. It takes longer than scultping, sure, but it's way more rewarding at the end of the day.
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>>683694
I wish everyone who keeps on asserting how their method is the only good one would actually post their goddamn work.
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>>683694

So why has the games and movie industry in unison declared traditional modeling for organic forms to be a legacy workflow? Sculpt and retopo is the standard way of doing things now.
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>>683696 I'm a noob >>683269. I just hate any work process that involves auto-building a large portion of the structure without making every detail accurate. My model is ~1.5k and I still feel it's too many.
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>>683697
Because the industry does what is easiest, not what is best. They'd shit out turds on the film reel if people would buy it.
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>>683694
>Every model ideally is precision made with not a poly more than needed to create a shape at the desired detail level.
And who stops you from doing that with retopo?
Don't you realize how useful separating shape from topology is?
Wrangling both at the same time is a totally unnecessary and convoluted way which takes more time and has no advantage over sculpting and retopo.
You are like a guy with a horse-drawn carriage complaining about trains and cars.
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>>683694
So how would you deal with the details that usually get baked from a sculpt? It's not like I'm going to autistically sculpt every muscle like >>679693 when I'd rather have a lower poly mesh with the muscles baked into normals.
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>>683702
>baking the details
lol, not hand painting
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>>683699

Okay, that's true. And what would the benefits be to doing it in another way?
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>>683698
So you're just another kid who wants to act like he's got is all figured out when he doesn't

>>683705
Validation.
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>>683706
*it
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>>680412
Who's the artist?
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>>683824
桜餅
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>>679731
I'd recommend Zbrush sculpts into retopo with your program of choice. Being able to rebuild topo on an existing mesh can give you pretty damn good control over where you want all of your edge loops to be in order to make things easier for yourself when you go to rig and animate. not that you can't do that through poly modeling. I just find it easier to get all my forms, proportions, and silhouette visually correct through sculpting before i have to really worry about the technical side of how the model needs to be built for proper mesh deformation. It kind of splits up the workflow into more manageable chunks. Hopefully saving you from more backtracking. plus you get experience in a wider variety of software that way, which could help you out more down the road. Just my opinion.
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>>685112
Should i start from a sphere and user sculptris mode?
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>>679693
serously is that iliac crest - waist relation any real?
I never saw a natural girl with these
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Is >>680358 the mesh of >>680412?
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>>685235
Never mind just checked it's his Cammy's model.
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>>679693
>that posture
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>>683697
actually they just use photogrammetry now
then just kitbash
then retopo

poly modelling from scratch is a meme now
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>>683703
>hand painting normal maps
You don't know what you are talking about
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>>685478
ackthually they just use machine learning AI to generate models, plus fully automated retopo algorhythms. simple as.
t. my dad works at nintendo
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>>679921
As per most algorithms a subdivided triangle becomes three squares. Basically insert one vertex on each edge and one in the center.
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>>679785
I like hips and breasts.
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one man game dev team here
is sculpting really how "the pros" do it?
ive been doing it like this japanese guy for years
granted, i am not working in a professional environment or making things for movies or whatever
also do you really need to spend so much money to learn how to use the software or did the software itself cost 600000
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>>685905

"The pros" definitely don't use shite like blender and unity
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>>679885
So you need to be at least as good as the person you are critcizing for your point to be valid?
No wonder you are still unemployed anon.
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27 KB JPG
>>685952

Another blentard
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>>685911
>https://www.artstation.com/artwork/9e3lgv
the pros look whatever tool they're good with, even blender
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>>686166
ignore the link
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907 KB
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>>686166
>>686167
>>Excellent!
>>Great work!
>>Beautiful!
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>>679885
>muuhhh make better then

Shut the fuck up retard.
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>>685905
Some don't but it's almost ubiquitous in big companies. The idea is that by separating the shape of an object from its topology a whole new range of techniques open up. Normal baking is the obvious one but there are others.

For example all Disney characters from Tangled onwards share the same topology despite potentially wildly different shapes and that helps a lot with auto-rigging and anim remapping.
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>>680412
Nice left hand.
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>>689476
This thread should have been left to die.
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>>680542
case in point



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