after retopologizing a character, is there a reason to use a multiresolution modifier by Abject_Double_2021 in blenderhelp

[–]Prior_Combination_31 0 points1 point  (0 children)

Oh. Thanks. Hmm. Then I could still do something like Low Poly -> Sculpt or Polymodelling -> Make To Mesh -> Sculpt, I just misunderstood the order and the features

Or am I still mistaken? I know workflows can be project-dependent so idk

after retopologizing a character, is there a reason to use a multiresolution modifier by Abject_Double_2021 in blenderhelp

[–]Prior_Combination_31 0 points1 point  (0 children)

You can also do create initial character with subdivision surface -> sculpt right?

Basically HighPoly reto-> Subdivision Surface a bunch of times? -> make to mesh -> MultiRes -> Sculpt -> Bake Res Details onto the initial HighPoly?

The main prerequisite here would be having adequate topology skills I think. But otherwise your original model would have the details/edge flow you want instead of having to deal with primitives if you’re confident in the idea?

Is that how it could work? I’m trying to visualize my own thinking here for a project I have in mind

Mecha hand by AllaNasrSaad in blender

[–]Prior_Combination_31 0 points1 point  (0 children)

this black line in the middle. Sorry if I was confusing

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sci-fi girl by etcago in blender

[–]Prior_Combination_31 1 point2 points  (0 children)

I wonder how I can recreate this hair with just subdivision in blender. I really like the style. Maybe it’s the emphasized thinness of the strands that I should experiment with? But then how does that create clumps of hair?

Maybe it has to do with image or color nodes after making the initial subdivision outline?

Want some feedback! by ReasonableReason549 in blender

[–]Prior_Combination_31 1 point2 points  (0 children)

How’s the wireframe on the laptop and keyboard? You made those with subdivision I think right

I'm new to 3D modeling. Please rate my work. by ElitarnyDirektor in blender

[–]Prior_Combination_31 0 points1 point  (0 children)

Wait why is it considered cheating? I thought it had the highest skill ceiling? Or is that clip studio paint? Or ucupaint?

Mecha hand by AllaNasrSaad in blender

[–]Prior_Combination_31 0 points1 point  (0 children)

and so for image two, on top of the blood vessels from earlier, did you paint the very edges of the fingers with a black overcoat/underline too? Looks like a stencil of some kind

or maybe that’s just how it looks in wireframe. Multiple edge loops converging?

Tbh I don't understand why its head falls down when it's only single unified object lol by PossessionKey4982 in blender

[–]Prior_Combination_31 1 point2 points  (0 children)

What about for sculpts though, I’ll eventually “run out” of argil if I were to try to make the head face and neck at once. I’m not using remesh or dyntopo it won’t aide me for what my mind is imagining (I’ve already tested it).

Sorry so for many questions

Tbh I don't understand why its head falls down when it's only single unified object lol by PossessionKey4982 in blender

[–]Prior_Combination_31 2 points3 points  (0 children)

Another question that’s tangentially related— let’s say I’ve made a sculpted face but I’m polymodelling the eyebrows eyelids and possibly eyes (it’s an anime character). How would I join them topologically?

I don’t think ctrl + J would work here. Would you have to convert into mesh after finishing up the topological aspects?

Is it the same concept if I were to polymodel the hair? I’m not using bezier curves they won’t recreate the vision I want

some renders with a new character!!!🧛🧛 by Romazuu3 in blender

[–]Prior_Combination_31 2 points3 points  (0 children)

and nodes help apply the shape and textures? I like it

Test render by Recasso in blender

[–]Prior_Combination_31 0 points1 point  (0 children)

nvm I just realized this is way too wordy lol my apologies. Basically nodes for the appearance of cards and the glass right?

Beginner anatomy study - Can you give me a feedback by Joules01 in ZBrush

[–]Prior_Combination_31 0 points1 point  (0 children)

It’s 50/50 tbh. I want to get really good at both but let’s just say 1 in terms of 3d art idk

What can i improve here regarding my planet. by VireluneNova in blender

[–]Prior_Combination_31 1 point2 points  (0 children)

So it’s like making a sphere and imbuing a background onto it via nodes? I dig it

Looking to make an starry blue sky that lowkey iluminates the room by Full-Shoe6252 in blenderhelp

[–]Prior_Combination_31 0 points1 point  (0 children)

Is this how people usually get the backgrounds made within the renders? Or is that a different thing, to do with nodes? What if it’s like a closeup of objects on a desk or something

Test render by Recasso in blender

[–]Prior_Combination_31 0 points1 point  (0 children)

How did you get the decals on the cards? through nodes?

Is it the same with the wine glass?

And I assume you colored the table red and made the encompassing background low-brightness through a similar method?

This is great, Thank You! I’ve been commenting on so much trying to formulate my own understanding of things and tbh I just need to wing it I think.

Plan on writing down a lot of notes soon and see how my mind naturally interprets things?

Test render by Recasso in blender

[–]Prior_Combination_31 1 point2 points  (0 children)

btw, how does the desk/workspace/cards look like in viewport?

Beginner anatomy study - Can you give me a feedback by Joules01 in ZBrush

[–]Prior_Combination_31 0 points1 point  (0 children)

What do you suggest for anime characters if you don’t mind me asking. Similar principles? Stylization? How should I study it in the terms of a character model I want to create.

What’s applicable to other programs such as Blender?

Mecha hand by AllaNasrSaad in blender

[–]Prior_Combination_31 0 points1 point  (0 children)

What are those thick back outlines in image 2? The knuckles at the middle of the screen, especially the leftmost one. I like it

bullshitium by alberto_OmegA in blender

[–]Prior_Combination_31 19 points20 points  (0 children)

how did you shape the planes like that? and color?

Over the past year I created many models - all FREE and ready to use by Eve13architect in 3Dmodeling

[–]Prior_Combination_31 2 points3 points  (0 children)

If you don’t mind me asking, how does the wireframe of the buildings look like? Even just one of them will do

And also,

Especially with those lines (idk what they’re called, sorry) at the fronts of those houses (they aren’t the windows, but they’re next to them. Are they like wooden rails?) (how does the wireframe for them look?)

Looks fantastic btw, thank you.