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713610 No.713610 [Reply] [Original]

How would you even make a model like this? It's so fucking hard. I can't even comprehend.

Like first you have to master sculpting and then master texturing or your master sculpt looks like shit. It's too intense brehs...

>> No.713614

>>713610
Oh man, i remember this model, cant believe its like 7 or 8 years old, used to be se impressed by it, now i know i see flaws here and there, but its still looks amazing even in MD era.
Anyway, yeah, this hobby is slow, it took me 10 years to get what i would say good, for first few years i really sturgled with clothing sculpting and use of sims, now it comes natural.

I would say most important thing is to make entire models from A to Z, this made me improve the most.
So even if you clothing work is shit, do it, make the high poly, retopo, uvs and textures, pose and render.
Since while its very hard to get good at everything, you can create a very good worflow for yourself, especially today in era of substance marmoset and MD, and i would recommend you pick up all 3.

Also you need some real perspectives on how much stuff takes to do. I see 3d artists lie notorious on how long stuff takes them, model like this can be solid 2-3 months of work, yet i see retards say them make shit in a week. But if you satring out i reccomend you set yourself solid deadlines, like 3 weeks on whole character, 1 week model, 1 week retopo and 1 week texture and render, even if you arent finished, just wrap it up and push forward.

>> No.713616

>>713614
>I would say most important thing is to make entire models from A to Z
Not OP but why? I've seen a lot of industry pros and they all use every shortcut possible. Excuse my analogy but it's like trying to teach engineering students real analysis or to construct the numbers before doing any calculations. It's not like there's merit in learning that but for most people is completely useless. Most industry pros I've seen take literally every shortcut possible and almost all of them start from a base mesh and make heavy use of texture libraries and simulations. If anything it's more like learning how to jump from A to X and then to go from X to Z.

>> No.713618

>>713616
Because a rounded up skill set is much better when it comes to things like character creation.
You can specialize on things you like most, some love sculpting, others do only textures or pure hard edge modeling.
thing is to have a broad knowlage that allows you for fast solution solving, also to not get tunnel vision and know how to push forward.
I didnt say not to use texture sets or a base mesh, this is basic shit, but i meant to be able to do every step of the pipeline without cheating, so using assets with uvs or taking a 3d scanned character and not modeling anything.

Even if you are awful at it, just knowing how its done and how to do it will give you a lot of versatility in your approach to any stage of character modeling.

Otherwise its easy to just spend months on high poly and never actually getting to texturing and rendering before you start another model.

>> No.713621

>>713610

Skirt, top and bag in MD. Get decent at sculpting. The head is very stylized so no need to be too accurate. Hair in xgen. Great model it still holds up.

>> No.713622

>>713621
I would say stylized textures are harder to paint than hyper realistic skin made with xyz scans in Mari

>> No.713628

>>713610
no bra
coom coom

>> No.713670
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713670

>>713610
I'm currently trying to create a character with 0 experience besides somewhat knowing blender's UI. Hardest thing I've done in my life but already picked up a shit ton of knowledge along the way.
Sucks that I can't bake the details from high-poly sculpt in Eevee which means I've gotta paint them all over again (I choose Eevee cause I intend to do a short animation and my potato won't handle Cycles). Unwrapping almost killed my drive completely but on a second day it just clicked with me and I somehow managed to get UVs down.

If I'd knew this would happen would I still try to do it? Absolutely not, I'd try to model, retopo and unwrap a fucking wooden barrel first so I could dodge a lot of mistakes instead of diving right into this project.

While texturing will only be limited by my artistic skills, I've heard that weight painting and rigging in blender is a world of pain so can't wait for it.

>> No.713673

>>713616
>I've seen a lot of industry pros and they all use every shortcut possible
learn to do everything from scratch at least once, because you never know when the shortcut you're relying on breaks and fucks you.

>> No.713683

>>713621
nah man, this was done Maya, photoshop and Zbrush. I don't even think MD was released back then.

>> No.713693

>>713670
that topology will come back to haunt you.
The shoulders will be a pain to weightpaint and not deform well when animated.
You need to look up tutorials on edgeflow and topology.

>> No.713705

>>713693
>You need to look up tutorials on edgeflow and topology.
I gotta be honest, you're not the first person to say this to me. All I did is unwrap the face very thoroughly, avoiding triangles, and then just went on with what I have to unwrap the body because I thought it won't really matter since I'll drop some clothes on it anyway.
Not trying to defend myself or anything, so is there a guide that focuses on the things to avoid? I mean, I could just copy things like a monkey but it won't give me the knowledge. And thanks for the feedback.
I think what I've learnt so far is that you gotta have 3 loops on the every joint and the shoulders and feet are the only placec I truly fucked up. Or at least that's how I see it.

>> No.713710

>>713705
cgcookie has some explanations on edgeflow and topology
There is the blenderella series
I can't remember them all search and consume what you can find.
the tl;dr for edgeflow and topology is that it is a mix between the best geometry to deform when animating and somewhat following anatomy.

Look into the theory find some videos and download some game models and look how it is done there. You will get an understanding for it.

>> No.713716

>>713710
Very elaborate post, thank you.

>> No.713720

>>713683

Ya I'm saying nowadays. Things that were hard then can be replicated with just a few tools now. They didn't even have pbr then.

>> No.714884

>>713610
its ok, we dont need faggots who just complain about their work, you should go work for your local graphic designer instead.