Poly Modeling vs Sculpting - Which is Better?

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  • čas přidán 1. 01. 2020
  • In this video tutorial, we're talking about the differences between traditional polymodeling and sculpting.
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Komentáře • 645

  • @Bosspruductions
    @Bosspruductions Před 4 lety +454

    5:08 : Thanks for watching episode 1 of my minecraft lets play
    5:12 : As you can see, I did some mining of camera

    • @kerwwyngonzales9547
      @kerwwyngonzales9547 Před 4 lety +3

      HUUUUH!?

    • @benjaminp6131
      @benjaminp6131 Před 4 lety +2

      ????

    • @BurneyJJ
      @BurneyJJ Před 4 lety +27

      @@kerwwyngonzales9547 they're doing the meme where the 1st episode of a let's play is simple and then the 2nd episode they've done a ton of work off screen

    • @Zed9659
      @Zed9659 Před 4 lety +3

      He did /give lol

    • @prancingsquid
      @prancingsquid Před 4 lety +2

      LMFAOOOO TRUE

  • @ReneAlex
    @ReneAlex Před 4 lety +881

    Full disclosure; I'm a Poly modelling hammer.
    Now that been said; in your example you are shooting yourself in the foot doing all that from the start, basically starting backwards, extruding and trying to get a form with so many polys from the beginning, for example that lip with 36 edges is a HUGE mistake. In my experience with polys (been modelling since 1997) you start with a base mesh with basic (VERY BASIC) topology, and after you got the structure and the proportions set you add detail and refine adding loops and going up in poly count. Is the same method as sculpting, you start up with a base mesh with foundations and structure THEN you add detail on top. My point is that you guys are presenting the poly modelling scenario like a silly infomercial before situation. It is like trying to sculpt a face and subdivide the sphere 6 times right at the beginning.
    In the other hand YES sculpting is the way to go for almost any organic (or funky hard surface) model out there. You are going to deal with more steps and more post work like retopo and exporting mesh from here to there, but in the hand of a talented sculptor it's a vastly superior technique.

    • @gmcubed
      @gmcubed Před 4 lety +61

      I was thinking the same thing. I'm no pro, but I've learned the hard way you gotta block in your shapes first using only as many polys as you need, else you'll be in for a world of hurt pretty quick.

    • @michaelfox9003
      @michaelfox9003 Před 4 lety +27

      Introducing sculpting! The new 3d workflow that'll solve all your problems. Tired of your models looking all janky and boxy? Sculpt it! Order now for just 5 installments of $99.99

    • @dzibanart8521
      @dzibanart8521 Před 4 lety +11

      indeed, one should start with the boxy shape of the head, and slowly introduce loops that match key points of reference image.

    • @gmcubed
      @gmcubed Před 4 lety +17

      @@dzibanart8521 /it does'nt necessarily need to start out as a box. That's a good way, but not the only way. You can start the same way he did here, he just went too vert crazy too soon.

    • @ventusse
      @ventusse Před 4 lety +28

      I actually just started poly modeling a face recently and all that I could say is, always start at a low poly count.
      The very first thing I did was to use a a lot of poly right from the start, then I had difficulty in refining it.
      After trying so hard to do it, I decided to just start from scratch and guess what? It's much easier with low poly since you can always increase the poly count, but you cannot decrease it as easily.

  • @Absovec
    @Absovec Před 4 lety +2381

    3D model head with poly modeling? Yeah, I like challenges... but i'm not masochist

    • @DavidOstman
      @DavidOstman Před 4 lety +34

      @@alefin2960 And also first half of 00's, but good riddance 😄

    • @jewelvang8242
      @jewelvang8242 Před 4 lety +128

      I poly model everything XD for some reason when I sculpt it gets all messed up?

    • @Ebani
      @Ebani Před 4 lety +6

      @@alefin2960 Blockbuster entered the chat

    • @AdrianParkinsonFilms
      @AdrianParkinsonFilms Před 4 lety +39

      I remember modeling heads that way. I had Jason Osipa's book, Stop Staring, and my heads always had a deformed and pained look to them.

    • @prezadent1
      @prezadent1 Před 4 lety +5

      @@AdrianParkinsonFilms , That is not a modeling or sculpting book.

  • @titanlax5588
    @titanlax5588 Před 4 lety +208

    I use polymodelling for the base mesh and later on sculpt on it....and bake the normal maps

    • @bixcoith1788
      @bixcoith1788 Před 4 lety +51

      Trantor The Troll You create a new image that is the "normal map", which is a RGB map containing height/angular values to use in a Shader/Material. This is used to fake the details in a low poly mesh, which, as you probably now, is way better to animations and games.
      So, instead of having, let's say, a character that has over 3 million polygons (super heavy), you would have a 100k or even less polygons, and if the baking was done correctly, you probably would not be able to tell the difference.

    • @titanlax5588
      @titanlax5588 Před 4 lety +14

      @@bixcoith1788 Nice explanation.... and for the final touches I take my mesh to substance painter....and texture paint them

    • @WisdomTooth1987
      @WisdomTooth1987 Před 4 lety +13

      My workflow too. I like the precision you get with polymodeling. Zbrush isnt really made to trace over a reference image. Its more for artist who have a good eye for copying proportions.

    • @justanameonyourscreen5954
      @justanameonyourscreen5954 Před 4 lety +3

      Me too...gives great results rendering in Unreal Engine...

  • @BlkWmnAnimator
    @BlkWmnAnimator Před 4 lety +96

    The polygon modeling at the beginning, particularly the lip part looked like those infomercials where people are incapable of sitting down with a bowl of popcorn or can't drink out of a cup. Lol. Like, I know you're trying to prove a point, but it's funny how you were proving it.

    • @harryguidotti3815
      @harryguidotti3815 Před 3 lety +2

      You mean those ones where the fails are shot in a weird looking black and white and when they screw up a big red X goes over them? Those are hilarious!

    • @BlkWmnAnimator
      @BlkWmnAnimator Před 3 lety

      @@harryguidotti3815 Yeah. Lol.

  • @zaarvalathin2544
    @zaarvalathin2544 Před 3 lety +16

    I love a bit of clickbait. You guys never cease to amaze me. The 'sculpt' in the thumbnail is clearly photogrammetry

    • @3DJapan
      @3DJapan Před 3 lety +2

      Or some other type of scan.

  • @marshmallow5127
    @marshmallow5127 Před 4 lety +35

    You need them both: Poly Modeling to create the basic shapes, and Sculpting to add details to the shape.

    • @trilligee
      @trilligee Před 2 lety +1

      This makes alot of sense

  • @lunatunny7594
    @lunatunny7594 Před 4 lety +646

    To be fair that wasn't a very good poly modeling workflow. It's far more optimal to work directly from a reference.

    • @samotrololol200
      @samotrololol200 Před 4 lety +33

      @Trantor The Troll , automatic retopology is never perfect. You will end up with weird edge flow leading to bad uvs (because of not ending loops) and bad topology for deformation when animating. Parts of the head also need more polygons than others such as the ears, automatic retopology will try to equalize the amount of poly on your mesh, so if you need to have a optimized mesh like a game model, you need low poly count and thats where automatic retopo will absolutely destroy those area in need of more polys like the ears. And btw zbrush manual retopology is pretty bad overall, maya have a pretty solid one.

    • @jinxatron
      @jinxatron Před 4 lety +15

      Zremesher have options for all those scenarios tho, you dont just slap the Zremesh button and call it a day, Add Guide curves to control topology, add vertex paint to control density. Once you give it that it hands out a good basemesh to clean up in Maya or max or Blender, and it will save you hours of manually building a mesh.

    • @MrJustwatchin9
      @MrJustwatchin9 Před 4 lety +6

      I kinda like poly modeling i currently find it actually easier to learn than sculpting a character. I’m very frustrated trying to learn to sculpt although it is exciting and I know I’ll eventually get better. I’m learning the basics of poly modeling in blender and i find myself more engaged in it even tho I’m actually a doodler. Last night I spent two hours creating a medium poly has mesh to give myself a head start with all my future sculpts and I felt more confident with taking that approach with the default cube, extruding it to the desired head shape with eye sockets nose and mouth then making light sculpts. As I get better at sculpting I’ll probably ditch that whole workflow and do it the way I see everyone doing it here. I also find that checking retopology is kind of a headache when increasing the numbers as the additions get super grungy, so I keep it at a low number like less than 5 to make my strokes smoother. So far I’m having a good time with it even tho all my Sculpts suck.

    • @TheFatalintention
      @TheFatalintention Před 4 lety +10

      @@jinxatron Poly modeling doesn't taker hours in fact making a full base mesh should take you 30m - 40m, Sze jones from Cristaldynamics makes them even faster, anyway I can't think in any scenario were you want to make details in polymodeling, thats a zbrush job

    • @gamaliel5584
      @gamaliel5584 Před 4 lety +1

      what if you have a preference imagined in your head

  • @MikeBeyene
    @MikeBeyene Před 4 lety

    Amazingn how you guys keep making videos to supplement my lectures. Right on time.

  • @michaelfox9003
    @michaelfox9003 Před 4 lety +8

    I can remember when I used to model everything, before I realized digital sculpting was a thing, honestly it's a lifesaver- so much time was wasted worrying about topology when I should've been practicing sculpting and improving my design skills.

    • @V_Angelus
      @V_Angelus Před 4 lety +3

      Duplicate your models and zremesh them. Subdivide the duplicate and project your original model to the new one.. Ez topology fix.

  • @YGODueltainer
    @YGODueltainer Před 4 lety +22

    As I learn, modeling tends to give me more freedom and easier to pull off even with good topology at ease compared to scuplting.

    • @YGODueltainer
      @YGODueltainer Před 4 lety +2

      Then you might scuplt on it after as create a humanoid base mesh from a sphere is really hard to do.

  • @slickricky769
    @slickricky769 Před rokem +1

    I started Poly modeling and my teacher in college was a little outdated so she never really taught us sculpting, until I found this channel... This explains why all all my characters look like the stock head

  • @isaacprice1750
    @isaacprice1750 Před 4 lety

    I can hear the saliva in your mouth

  • @hiimmax2450
    @hiimmax2450 Před 4 lety +252

    2:06 *oooo*
    2:09 *AHHHHHHHHHHHHH*

  • @TheLumberjack1987
    @TheLumberjack1987 Před 4 lety +22

    I'm 99,99% sure that the "sculpting" head, which you used in your thumbnail, is scanned and not sculpted.

  • @DessertMonkey
    @DessertMonkey Před 4 lety +25

    After doing traditional poly modeling for characters for a while, I'm leaning more and more into sculpting as it makes it where you don't have to worry about chasing topology issues around while working out the model shape and details at the same time. Makes it so much easier to focus on the shape first and then deal with topology during retopo imo.

  • @The_Toonimator
    @The_Toonimator Před 4 lety

    Another great conversation starter guys. Love your attraction titles... like your Retopology video it ends up being what is not "better" but what's best for your own needs at the time.
    Recently I've been sticking in Zbrush for all modeling even hard surface. Personally i can pretty much do hard surface modeling just as fast or even faster in zbrush (which is a mainly seen as a sculpting tool). With a mix of zmodeler, panel loops, live boolean, project primitive, etc. its surprisingly good and fast. Although i recently bought some add-ons for Blender for hard surface modeling. I'd like to see how enhanced or efficient the new hard surface tools arem

  • @MacTruckBrickHouse
    @MacTruckBrickHouse Před 4 lety +13

    7:36 i laughed too hard when you transitioned back to the original face lol

  • @Holobrine
    @Holobrine Před 4 lety +39

    I think poly modeling is better for establishing a general shape and form, but sculpting is better for small intricate detail.

    • @samsonic6320
      @samsonic6320 Před 4 lety +2

      Which is better for sculpting ?
      Zbrush or mari ?

    • @theguy3129
      @theguy3129 Před 3 lety +1

      @@samsonic6320 zbrush is a mainstream sculpting software, so I obviously recommend zbrush.

    • @tinture2822
      @tinture2822 Před 2 lety

      Other way around.

    • @creatorvideoanime9906
      @creatorvideoanime9906 Před 2 lety

      I am absolutely agree

  • @mossadismoslembtw1704
    @mossadismoslembtw1704 Před 4 lety +14

    Poly looks perfect for anime like models

  • @ahmetmustafa2960
    @ahmetmustafa2960 Před 4 lety +1

    I was thinking about that topic these days thanks for that video

  • @zyswanson7865
    @zyswanson7865 Před 11 měsíci +1

    I made the mistake of learning first poly modeling when designing a character instead of sculpting😂 Now I know better.

  • @NitishShiggaon
    @NitishShiggaon Před 4 lety

    Brilliant video. Thanks guys!

  • @balazsmate1528
    @balazsmate1528 Před 4 lety +2

    Lastly i made hands by combining the two method. I did use poly modeling for making the base shape, then i used sculpting. While sculpting i kept the mesh so clean that i even could animate it without retopology. I tried to animate sculpted objects before but those tries made messes.. while sculpting i checked the mesh and made some corrections if it was needed. Basically i think my workflow fits this method because i find balance in dancing between things. While sculpting its easier to give life to the object, but poly modelling can control the whole process.
    Next to my expressions i have to admit. I can’t imagine sculpting some object like cars, or anything non-organic shapes. But if we want to add some touches, we may have to sculpt.. like wrinkles in a pillow or scars, scratches, etc.

  • @TheMoonKingdom
    @TheMoonKingdom Před 4 lety +6

    Poly model the base mesh; then sculpt refined imperfections details after. This workflow is useful even when making a hard surface model like a Star Wars, vehicle:)

  • @workflowinmind
    @workflowinmind Před 4 lety +3

    I'd love to see what you worked on when you were in the industry. That would make a great video. Like going thought shots you've made, insights on production, etc...

  • @meljazx
    @meljazx Před 2 lety +1

    I like this 2 methods, I use poly for animate characters and sculpting for just a single piece, but I'm agree with you in this all aspects that you mentioned

  • @Eostud
    @Eostud Před 4 lety +8

    As someone who has only been into 3D art for 6 months or so this has puzzled me more than once, thanks for the explanation and clearing some things up! good video guys! ありがとう。

    • @3DJapan
      @3DJapan Před 3 lety

      I wouldn't say ありがとう too fast. I've been a professional 3D artist for over 18 years. The video wasn't that impressive. They did a poor job of explaining the benefits of poly modeling and tried to make it look like sculpting is the best thing since sliced bread. Each has it's own place and not just one for characters, one for hard surfaces.

  • @yoruwood1522
    @yoruwood1522 Před 3 lety

    You are so good at this. You are pro lite you deserve more than this

  • @gower1973
    @gower1973 Před 4 lety +46

    The car industry does a full scale clay sculpt of car bodies to see a full scale mock up of a design and refine it, so saying you cant model cars in clay is bunkem

    • @chosenideahandle
      @chosenideahandle Před 4 lety +4

      It makes no sense, but you can do it.

    • @daftmell5237
      @daftmell5237 Před 4 lety

      @@chosenideahandle czcams.com/video/wVAatvGYXJ4/video.html

  • @grumpyalison4869
    @grumpyalison4869 Před 4 lety +3

    I start all my organic designs that I finish in zBush in Modo with traditional poly modeling :P I find it quicker and easier and it guarantees I have good topology (which isn't even necessary because I design most things for 3d printing and decimate it afterwards), but it means I can go back in and use the base face for super easy modifications in the future, which I like.

  • @BarterBales
    @BarterBales Před 3 lety

    Explanation was much appreciated!

  • @adrok8644
    @adrok8644 Před rokem

    Appreciate the works guys

  • @porky1118
    @porky1118 Před 4 lety

    My recent workflow for more complicated characters is this (let's assume, we make humans or similar):
    First start using a simple model (might just be a cube or sphere, but also a finished human, already created another time).
    Then get a basic shape done using dyntopo sculpting.
    Add more simple models and join them using modelling (for example hands, feet, a nose, or some other properties specific to a fantasy creature, etc.).
    Then also add other details using dyntopo sculpting.
    Then turn off dyntopo and sculpt using the existing topology (might be less destructive).
    When the shape is good enough, do a retopology using modelling and snapping.
    Then disable snapping, hide or delete the original model, and add important details, which were difficult before (like holes of the nose, or the inner of the mouth, or maybe the space between toes). You can also add simple models of other objects you made or found in this phase (for example when you had problems doing a good retopo of the hand).
    Then do sculpting for smoothing and detials without dyntopo, when problems arise, you might need to improve topology in some places, so it matches the shape.

  • @rushawnmcdonald7797
    @rushawnmcdonald7797 Před 2 lety

    Thank you so much this helped a lot!!!! You saved my life

  • @AlexDreemurr
    @AlexDreemurr Před 4 lety +9

    It took me way too long to realize that there were two people talking.

  • @OneWingedAngel849
    @OneWingedAngel849 Před 2 lety

    Yeah this video was helpful tbh, I mostly modeled lifeless things like props up until now but I wanted to start off doing some character models and take it up a notch but before I actually started I wanted an insight as to which workflow would be faster for that particular kind of thing. Nice video.

  • @murrayKorir
    @murrayKorir Před 3 lety

    very informative glad I found this explanation

  • @CrimsonSunBear
    @CrimsonSunBear Před 4 lety +29

    Hi, a question of curiosity, so I'm going to University for Game Art and some tutors not all ban the use of Blender and force you to use Maya. I understand that they do this because Maya is more accepted for the industry at this moment, but if you were in their shows would you do this same, considering that a student is capable of using both software and just uses the strong suit of each of them. Here is an example, a lot of times I will encounter problems with UVing and will switch to the other software to see if I get a better result, or if I plan to boolean at all I will use Blender. It seems a bit unnecessary to force people to use a single software, especially considering that maybe in the future we have to use 3DMax and we haven't learned it at all, so kinda defeats the purpose since you might have to use a different DCC altogether once you do have a job.

    • @DavidBoura
      @DavidBoura Před 4 lety +2

      To learn Maya is far to be a punishment or a waste of time, you could decide to blindly listen to them, and work it hard. Then, i guess at home you don't have 3d dictators, so you can do whatever you want. Or you want to follow some strong intuition and do it your way because you know you're right, and this may be effectively the case. Who knows? ; )

    • @michaelfox9003
      @michaelfox9003 Před 4 lety +9

      You remind me of myself at uni- I had used blender for a few years prior to joining, they said I shouldn't use it because they don't know how, but it seems like Maya is becoming less relevant- at least from the perspective of an indie artist or hobbyist. I'd just try not to worry about the software- learn the basics, focus on the art skills, fundamentals, anatomy or whatever it is you're trying to design rather than the tools. It is frustrating to use something inferior but if they're teaching you all the other stuff focus on that.

    • @Slangh
      @Slangh Před 4 lety +20

      As an alternative you can teach yourself instead of going to an expensive uni, if you consider yourself creative. There's a lot of free information out there so you won't have to reinvent the wheel. And a good portfolio is worth a lot more than a diploma in any creative industry. Feedback is also important, but thanks to the internet that's not much of a problem either.

    • @ProxCyde
      @ProxCyde Před 4 lety +9

      Honestly, once you know and truly understand the fundamentals of modeling, learning a new software isn't difficult at all. They might have different naming conventions on certain tools or whatnot, but in the end, they all operate the same way more or less. UV mapping problems might just be a result of not fully understanding all tools available to you in whatever software you're using. Maya's UV tools have gotten significantly better over the last few years and shouldn't hold you back in any way at this point honestly. If that's where you were having problems with it anyway.

    • @sirmonoofthebrows2300
      @sirmonoofthebrows2300 Před 4 lety +2

      I'm lucky, I am in my 2nd year at University but I started at 25 and with a good amount of experience under my belt. My advice is this, follow what they say in class and make sure you learn the tools they ask. BUT you're gonna have a hell of a lot of free time, so don't waste it procrastinating on things just go ahead and do your own thing in your spare time and learn everything you can. An issue I've personally noted is most fresh university starters expect to be taught everything there has ever been, they want to finish uni after 3 years and be fully proficient in all aspects. But it doesn't work like that, they give you the basics and you decided how far you want to progress, self teach any spare chance you get, on their tools, your tools or whatever takes your fancy and you'll do great ! and dear lord, get yourself a couple bottles of hard liquor for when the group projects start ! did you know people are idiots ? xD

  • @thenarrowbrushvideos
    @thenarrowbrushvideos Před 4 lety

    Thank you for explaining this

  • @MohamedEssam-gx9vh
    @MohamedEssam-gx9vh Před 4 lety +17

    you could sculpt without reference in case you are good in anatomy "in matter of characters, animals and creatures but poly modeling without reference is pain
    in sculpting you are just focusing on the artistic part but in modeling your brain will separate between the artistic and technical parts

    • @justanameonyourscreen5954
      @justanameonyourscreen5954 Před 4 lety +4

      Yes...this. polymodeling is like a fight between your left and right brains...artistically technical

    • @3DJapan
      @3DJapan Před 3 lety

      You should have reference when sculpting too.

  • @copyrights6590
    @copyrights6590 Před 4 lety

    Can't wait for portfolio review video

  • @yarloo
    @yarloo Před 3 lety +1

    You can also start with poly, then sculpt it. That way you can bake the sculpt onto a displacement map.

  • @theguardiancustode3962

    it's best to have both skills, keep getting better don't get in fights of which method is better, instead find your way to model, which ever is best for you, whether it's poly, sculpting, or both

  • @JDSPonYT
    @JDSPonYT Před 4 lety +6

    Another topic you could cover similar to this would be modelling objects as a whole or separate pieces, it took me a very long time to realise that not everything in the model has the be same mesh

    • @bakarcg
      @bakarcg Před 4 lety +2

      I had the same issue when I first started working in 3d attempting SubD modelling and wondered why my models were getting so difficult to work with with. Their intro to Maya covers this, I think but it would make a nice standalone video and would probably end up on google search results for beginners.

    • @JDSPonYT
      @JDSPonYT Před 4 lety

      @Lee Curt huh, I looked for a video like this before making the comment, thanks for pointing me to it

  • @hernandogaribaldi8627
    @hernandogaribaldi8627 Před 4 lety +5

    I learn in the hard way when modeling stay with the less details in the model as posible; since blender and other 3dcg promrams use a mechanic like multires it will helps you a LOT to modeling and tweak you creations fast.
    Nice explaination btw, I will try to sculp some things soon.

  • @deadsetanime7102
    @deadsetanime7102 Před 4 lety +8

    Polygon modeling is ultra fast for many of us and much more practical that zbrush as there is no need to retopo. My character workflow always starts out with a primitive. The way you guys are doing it is just super slow. For my workflow, sculpting comes on the tail end along with texturing. It is very practical and very fast. After 25 years I have no need to even create base meshes anymore but I do it to maintain. Diving right in is killing people on retopo because they don't understand polygon manipulation.

  • @brayanfortunato9963
    @brayanfortunato9963 Před 2 lety

    That was great. Thank you.

  • @1InVader1
    @1InVader1 Před 4 lety +10

    You forgot the 3rd ultimate masochist option which is:
    1. Get the basic shapes by sculpting a blockout, no detail work.
    2. retopo
    3. In Blender use multires on the retopo to sculpt in the detail (like pores and wrinkles) and instantly bake it all into a normal/displacement map for the retopo
    *Pros:* you can be selective early on with where you want the detail and due to the topology the detail will also align to your exact needs on higher levels. Not sure how to describe it, but it feels like it just sculpts itself, because e.g. the topo will be just right for the wrinkles you wanna do. The retopo will also most closely resemble the sculpt compared to any other approach. Baking textures for overlapping stuff and convex angles will be PERFECT.
    *Cons:* if you deviate from level 0 too much, the bake is fucked. If you go back to editing lower levels after having edited higher ones already, you get everything fucked. It also still takes fucking forever, because you basically have to sculpt twice. It's a very top-down approach.

  • @trilligee
    @trilligee Před 2 lety

    This really helped me.

  • @erickendoka2953
    @erickendoka2953 Před 4 lety

    thanks for your videos !

  • @dpgm134
    @dpgm134 Před 4 lety +6

    I'm making low polygon modeling is poly modeling
    and high polygon is sculpting
    But, hard surface modeling is poly modeling on start.

  • @AnasMations
    @AnasMations Před 4 lety +6

    8:09 STONKS!

  • @steven7834
    @steven7834 Před 4 lety

    i tend to work with poly modeling, then refine the shape better with sculpting tools on the poly model. it works for me.

  • @ShubhamGupta-lu6gf
    @ShubhamGupta-lu6gf Před 4 lety +1

    Flippednormals has been always motivating me thanks for motivation 🙌🙌🙌🙌

  • @ShFred
    @ShFred Před 3 lety +1

    The video was extremely helpful, but I have a question.
    As someone who's interested to enter the 3D modeling world, which method is bet to start with?
    Doesn't 3D sculpting make the animating job harder?
    Or better yet, do 3D modelers actually have to animate their own models or is that something someone else has to worry about?

  • @AmyTheMeower
    @AmyTheMeower Před 4 lety +2

    Dude I can't focus with that head poly model, it's nothing to worry about since I can just not watch it but it's really cool.

  • @artsyomni
    @artsyomni Před 4 lety +23

    I feel like the video title presents a false dichotomy.

  • @thecartooncynic
    @thecartooncynic Před 4 lety +4

    Well technically when you do retopology of a sculpt you’re polymodeling, neither is superior to the other, they’re meant to be used interchangeably. It’s the method that better suits the workflow, if I’m polymodeling and I want to make broad changes I switch to sculpt mode.

  • @slebetman
    @slebetman Před 4 lety

    ZBrush came out several years before the Golem model was created for LOTR. In fact, for the interview to do character modelling for LOTR they gave modellers ZBrush to come up with models for Orcs, Balrog etc. The guy who passed the interview told them that he's not used to working with ZBrush and asked if he could have clay instead and as the beginning of this long sentence have already mentioned he passed the interview where the ZBrush guys failed.

  • @rocksinshoe9930
    @rocksinshoe9930 Před 4 lety +1

    love your channel
    Sculpting is better for organic shapes but poly modeling can help before you start
    Poly Modeling is essential for your career or hobby

  • @dixie_rekd9601
    @dixie_rekd9601 Před 4 lety

    theyre two very different tools and are most powerful when used together when the rotopology of a high poly sculpted mesh is converted to a lower poly mesh with much nicer topology. details from the higher poly sculpt can be converted into a normal map and projected onto the low poly version to fake a fair amount of very fine detail.

  • @Sodomantis
    @Sodomantis Před 4 lety +4

    Polynesian man in the beginning. Now that's exactly how i model too.
    02:07 Oh, old switchy. I've done that.

  • @pyxenart
    @pyxenart Před 2 lety

    thank you for this quick video ive been paralyzed to start because i didnt want to learn 'wrong'

  • @CamoronZ
    @CamoronZ Před 4 lety +2

    I use ZBrush for modeling, and interior/exterior concept

  • @HBMHD
    @HBMHD Před 4 lety +1

    I poly model faces all the time, then I unwrap the UV map, subdivide and sculpt the details. I get correct topology and I guarantee that the details I sculpted will have a really good fidelity because I'm sculpting them from a subdivided version of my already correctly-topologized model. The difference may not be *super* noticeable, but I've had less than accurate results by resorting to sculpting from a poorly topologized model and importing the maps to a correctly topologized one.

  • @MrDankDro
    @MrDankDro Před rokem

    Both 100%
    I find poly modeling best for hard surface, and sculpting for organic. But ill whip out a rough shape with poly modeling and sculpt the fine details very often. I mainly do stuff for game development as well, so even after sculpting I have to poly model for the retopology anyway. So I'm a fan of both ways and interchange them often depending on what I'm making and what I need

  • @tatjanalatimer9633
    @tatjanalatimer9633 Před 4 lety +1

    So glad I subscribed. 😄 I'm actually trying to flip normals. I'm on my first non-guided practice project, and used a bunch of mirroring. My project is really piecework, with lots of unaligned seams. So, as a result, many of my faces are backwards. I'm trying to flip normals after-the-fact. Not working as well as I wish. Oh well, only a practice project!!

    • @gower1973
      @gower1973 Před 4 lety +1

      You know there is an option to show if your normals are flipped right? Did easy to fix

    • @tatjanalatimer9633
      @tatjanalatimer9633 Před 4 lety

      It's in Show Overlays to see the normals direction. Then to flip the normal: (edit mode) mesh tab->Normals->Flip. The issue is mismatch alignment between parts and spotty particles (hair). I know where I went wrong. Not a fix, but a do-over! 😂

  • @loopyslop
    @loopyslop Před 3 lety +1

    Now what if you have really solid 2D reference for a character, with the design fully realized and nailed out in an orthographic illustration? Would it be easier to go straight into poly modelling, especially with stylized characters who don't require super intense 3D details

  • @cryptic_nightmares561
    @cryptic_nightmares561 Před 3 lety

    So would it be smart to model first then switch to sculpting to do the detail and finishing? Like using the poly modeling to make your base mesh for lets say a scify creature. Then sculpt all the details in after?

  • @TalkingRaven_
    @TalkingRaven_ Před 3 lety

    My current game asset workflow using blender is just create a VERY low poly base mesh then sculpt using dyntopo, after all that's done I move on to retopo the whole mesh and just bake the normals from the sculpt. Is this a good workflow?

  • @KristjanLaane
    @KristjanLaane Před 3 lety

    With respect to your conversation with Danny Mac regarding combining the two methods (from 9:08) - is there a link that demonstrates that approach?

  • @3DJapan
    @3DJapan Před 3 lety

    For characters with a ton of detail of course I would use sculpting software (not zbrush of course), but for a more cartoony character like Disney or Pixar stuff, I would feel more comfortable using sub-Ds.

  • @dzibanart8521
    @dzibanart8521 Před 4 lety +1

    well it's harder to model a face when one is not using references for front and side view, also modeling with an add-on like keenTools Facebuilder for blender (free btw) makes things 1000 times faster even than sculpting, then you just join the head to whatever body mesh you want, or use it as a base for your sculpting. as for the example you guys did for modeling, if you are not going to use reference , i would say you should start with the shape of the head first then add loops and generate the topology loop by loop, otherwise you will end up with a face that doesn't look human xD.

  • @supa3ek
    @supa3ek Před rokem

    I used to model in basic language 40 years back, thats how real men do it 💪💪💪 !!!!!!

  • @TrikeSquadron
    @TrikeSquadron Před 4 lety

    if you sculpt a character head and have to find animate it for facial animation... don't you need the kind of topology that modeling gives to make it move properly? I guess the part I dont get is how does sculpting for animated faces work when sculpting seems to give so many more polygons in strange mesh forms.

  • @mazelyrics111
    @mazelyrics111 Před 2 lety +1

    I'm a poly modeling type artist...the most awesome thing for poly modeling is for example create a character...you dont need to do retopology anymore ...all you need to do is duplicate the low poly character that youve created by poly modeling and then sculpt the details on the duplicated low poly character....thats really fine for me..thats way I choose poly modeling because i hate retopoly ..😅

  • @gabelster3729
    @gabelster3729 Před rokem

    Which is better? firstly sculpting the character and then doing polymodeling on top? or the other way around?

  • @ashleechan22
    @ashleechan22 Před 4 lety

    I've learned that modeling in Maya and UVing then sculpting details in Zbrush is a cleaner workflow and poses less issues. However, I'm lazy and tried sculpting them Zremeshing and unwrapping in Zbrush. Takes time to Zremesh and it's never perfect which causes issues, for instance, the eyelids I can never get to be a pergect loop. Zremesher is finicky. It's what I am accustomed to now. Sometimes Edgeflow isnt insanely important unless you are animating, and even with crappy topology, you can still get good animation. Poly is best for hardsurface and you can use polish tool in zbrush to create warn metal. But for organic, Zbrush is best. But I need to do both because otherwise I forget how to model a head the poly way, even though I'm familiar with topology.

  • @TheAngelArrow
    @TheAngelArrow Před 2 lety

    this is kind of off topic but that whole "zbrush hammer, zbrush nail" made me think about how i used to think a certain way like "oh i can't do this i must watch more tutorials and learn more stuff, then i can do it!" but it was just an excuse for refusing challenges even if i really meant it and didn't notice, but when i really thought about it and looked at myself repeating these dumb thoughts where i give up before trying i decided what if i just "don't give up" at all? and change the way i think about things? that small change in mentality literally took me from 0/100, that simple "never giving up" i followed has been an INSANE factor in my growth, as i said, it is off topic but i recommend people struggling with getting better or just want to try something new to get better to do things like that or looking for flaws in their mentality rather than what they're lacking or missing, you never know, your thought process could be the biggest life changing moment for you because i certainly was for me
    i welcome any comments that are related to getting better like this, i think it's really powerful and cool that something so simple can bring such a big change, just thought i'd share tho hehe

  • @moncef0147
    @moncef0147 Před 4 lety +8

    I'm preeeetty sure the model in the thumbnail is a 3d scan.

  • @kevinlumoindong3498
    @kevinlumoindong3498 Před 4 lety

    i am a poly modeller and dont know a single thing about zbrush , although i used it to paint some normals before, but thats it. but since my characters is quite cartoony, its not difficult for poly modelling

  • @knerf999
    @knerf999 Před 4 lety

    learned a lot from the video.

  • @irinaivanovna6380
    @irinaivanovna6380 Před 3 lety +1

    As i understood modeling can achieve low and middle poly, scluting is high poly but u cant make face animation with sculpting but u can do it with modeling. Right?

  • @alexandremondo
    @alexandremondo Před 4 lety

    The best way is to do your high poly sculpt then retopologize then use high poly sculpt to create normal maps to apply on final retopo mesh.

  • @tcapozzoli
    @tcapozzoli Před 2 lety

    Good video. I’m new to 3D and want to get into 3D printing. I’ve started with Nomad and Shaper. 3d as I want iPad based tools. To be able to do low poly work for product design and Nomad for fun stuff like toys and masks…is that a good place to start? I’d prefer to become proficient in both areas and use the right tools for each. Then, of course I need to learn 3d slicing and printing right? These 2 are the most user friendly as learning z brush and fusion 360 seems too daunting to start. Am I on the right path here?

  • @gnightrow4020
    @gnightrow4020 Před 4 lety

    Nice video for beginners

  • @aleksandersanya1817
    @aleksandersanya1817 Před rokem

    Thanks, I was learning 3d modeling in Blender for couple years and was completely destroyed by trying to model something organic. Just like you said, too damn difficult. Will try sculpting for that. Was always afraid to sculpt because eventually there is retopology, and what's the point of sculpting if I can just model it without sculpting. I guess there is a point. Thanks!

  • @taytdayanmaz
    @taytdayanmaz Před 4 lety +8

    hello, I am Turkish man and I love design so much because I am so happy when I could achive to creative a things

    • @taytdayanmaz
      @taytdayanmaz Před 4 lety

      @Trantor The Troll yeah I am using blender 2.8 adn solidworks because I am mechanical engineer

  • @dnp8839
    @dnp8839 Před 4 lety +1

    Can you do a tutorial on modeling hair in 3ds max?

  • @anilmandia2018
    @anilmandia2018 Před 2 lety

    Very helpful

  • @MCHammerSmittyBacallJagerman

    Man the way you started to poly-model that face
    ... I can learn a lot from that

  • @AerisNotAerith
    @AerisNotAerith Před 4 lety

    Which would recommend a complete beginner to 3D start out with?

  • @tenzo6190
    @tenzo6190 Před 3 lety

    Is poly moeling the same with box modeling, or with edge modeling? This is not very clear for me

  • @palmitho
    @palmitho Před 4 lety

    Bright demonstration

  • @MegaXowen
    @MegaXowen Před 3 lety

    Interesting when viewed at from a fine arts perspective against traditional clay

  • @theguy3129
    @theguy3129 Před 3 lety +1

    Modeling for precision and the general structure, sculpting for adding the fine details.

  • @lofaktirhumselfowner7203
    @lofaktirhumselfowner7203 Před 4 lety +4

    In my experience (wich isn´t so much) Organic shapes can be easier made with sculpting, but those are not good for production because the poly count, so there will always be a retopology process. Also, I haven´t ever heard about anyone texturing with modeling (you know, you have to substract the normals information, as much faces as smoother the result) this is better done with sculpting tools, or procedural texturing, you will only use modeling for texturing if you are workking with Hard-surface modeling for videogames (when smoothing corners and keeping a low poly count.
    In summary: There´s no reason to think one is better than another, they have different porpouses in production and you have to avoid stick with one or another. You have to attach to what gives you the same result (or better) in shorter time.

    • @3DJapan
      @3DJapan Před 3 lety

      Organic shapes are far easier with polys, then just hit Tab (or whatever) to sub-D the mesh.

  • @edwardvandermeer7455
    @edwardvandermeer7455 Před 4 lety

    THANK GOD I WAS SO ANNOYED BY POLY MODELING HEADS AND I WAS HAPPY TO FINALLY GET THE NOSE AND MOUTH RIGHT. But the eyesocket made me feel like eye-sock-et modeling

  • @Breno26Rafael
    @Breno26Rafael Před 2 lety

    Wich is better to rig? I'm trying sculpting. But didn't tried rig it yet. I'm afraid I'd lose time. I know poly modeling is used with rigging, but I just feel better sculpting