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    08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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    Is it a good idea to just make one base humanoid model and use that if you want to create multiple characters?
    >>
    >>1031897
    Have you tried?
    >>
    >>1031897
    yes
    >>
    No... I'm telling you that when you're ready, you won't have to.
    >>
    >>1031901
    I can make humanoids somewhat comfortably right now, but I wonder if I am wasting time or saving myself from future headaches by doing each model from scratch. Some characters have different bodybuilds but ultimately it's the same rig same shape so maybe it'd be worth it? Or maybe
    >>1031911
    is right and the restult is better once I get good or whatever.
    >>
    >>1031911
    There's two big camps
    Either
    >you dknt care if the base mesh is very good because you're going to do 99% of the designing in the sculpting
    Then you can literally extrude a new base mesh faster than it takes to find your universal basemesh. With the advantage of customizing the mesh to the particular project
    Or
    >you want the base mesh to be fairly detailed so your sculpting has a string basis to work from
    Then as you improve you're going to want to keep remaking your base mesh to i prove it as you discover things don't work well in the sculpt phase. Every iteration will get better and you'll get better at making them. A 20 minute box model will keep looking better and better and you won't want to reuse the last one you made because a new one will be way better.
    >>
    >>1032018
    Yeah when I made the comment (jokes aside), you could have a base mesh available and kitbash newer models from it, but by the time you've done it a few times (and can reference existing ones) it's almost easier/faster to just do it from scratch matching your new planned character's proportions, than it is to try and take an existing base mesh and work it to suit a different character's proportions.
    Not always true, to be sure. But it becomes an inconsequential amount of time in the grand scheme of things for a finished model, so you might as well get the practice in.
    >>
    >modelling with multires catmull clark
    ngmi
    >>
    >>1032021
    What will often happen is you have a couple base meshes for different broad types. But as you make more you'll learn new tricks that'll make you want to replace earlier meshes.
    >>
    >>1032045
    Oh look, somebody else who blindly listened to noggi without realizing he doesn't understand what he's talking about.
    >Japan dev said Applying catmull clark subdivision to character models that are finished game assets is stupid, that means... subdivision is bad?!
    >>
    >>1032050
    japan dev mogs you
    >>
    >>1032062
    Japan dev said something true that people are then misinterpreting
    >>
    File: fuckmee.png (676 KB, 1102x1000)
    676 KB PNG
    where did I go wrong?

    the arms look like a completely retarded mess
    >>
    Who the HELL is Japan dev
    >>
    >>1031897
    That what ching chings do.
    >>
    >>1032045
    >>1032050
    Why is that bad? Genuinely curious. Even besides OPs point of using a base mesh. Is it just bad in general? Should you just subdivide without catmull clark? Noob here.
    >>
    >>1032114
    >>1032142
    japan devs still use 2013 maya and do low poly techniques they don't give a shit about topology curves
    >>
    >>1032142
    No, you should explicitely NOT subdivide without catmull clark. THough subdividing and applying smoothing can be useful if you use it carefully.

    Basically, a guy who does videos on youtube rather than 'is an artist for real' put out a video where he misunderstands that a real japanese artist suggested that you should not just wholesale apply a catmull clark modifier to your anime character models to smooth things out (yes, don't even fight me this is what he was trying to say, he even applies a modifier to a gacha game model to demonstrate why you don't want to do that), which is true, though he also conflates just straight subdivision (like, he gives an example and it naturally starts to harden the edges around each original face because of course it would, and then pretends like that's a bad outcome rather than just a retarded thing nobody does in the first place), because that style of subdivision requires specific non-optimal topology to get certain features once you most past a certain low level of detail, which starts to defeat it's whole purpose and use.

    The correct use in this case is to use catmull-clark style modifiers to get the smooth shapes you want without needing to control an unnecessary amount of geometry manually. Once you have those core shapes you can apply it to get the actual mesh out of it, and then start to tweak things manually, no modifier applied on top. There is NO reason to fiddle with 1000 polygons to get an anime girl thigh when you can do it with 40 and then just apply a modifier and cut the straps in after the fact and have a perfectly smooth mesh. OBVIOUSLY final models don't have modifiers applied, relying on edge creasing and shit. I don't know what could possibly get somebody to come to that conclusion other than being sculptingbrained and just knowing nothing about poly modelling. It's like 101 shit.
    >>
    >>1032152
    Won't smooth shading do the job in most cases if you're not too picky?
    >>
    >>1032065
    Just finish it and pose it, nothing horribly wrong there
    >>
    >>1032152
    ...or you can just use soft selection/proportional editing and sculpt brushes to have control over it. You don't necessarily need subdivision to do stuff.

    I say that as someone that almost exclusively does subdivision modelling.
    >>
    >>1032065
    arms too short torso too long.
    >>
    Why are you monkeys polymodelling organic characters? You're supposed to sculpt
    https://www.youtube.com/watch?v=TMRCNlcXOyQ
    >>
    >>1034162
    show us your sculpt
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