modelling vs modeling This is a topic that many people are looking for. bluevelvetrestaurant.com is a channel providing useful information about learning, life, digital marketing and online courses …. it will help you have an overview and solid multi-faceted knowledge . Today, bluevelvetrestaurant.com would like to introduce to you Poly Modeling vs Sculpting – Which is Better?. Following along are instructions in the video below:
“Guys anymore confront flip moments here in this video. We re going to talk about about differences between traditional poly modeling and sculpting. We had a lot of questions about we figured we would give this a proper spin before that makes sure to subscribe and hit the little notification bell to get up to date every single time we get make any video. So one of these isn t better than the other that s you know that s the first thing.
We just want to be clear on they have different use cases and they re good you know they re separate. Things each there s not like sculpting isn t superior for making cars and like poly modeling isn t necessarily superior for making characters. It s all about finding the right tool for the job. So the mean difference between poly modeling and sculpting.
Where you do poly modeling in something like blender. Or maya. Max. And you do sculpting something like zbrush.
Where the main difference is that when you were sculpting you re separating out the design phase. And the topology phase. So first you re making sure that your design is fine you make sure the shapes are all the exact way they should be and then you go in and refine. It that you refine the topology later on and then you make sure the poly is in the exact same spot well poly modeling.
You re doing that at the same time so then you re blocking in the face. And you ll be blocking all the main loops at the same time as you block in the design. This is awesome for certain things like if you re doing a car model for instance and you have tight blueprints. It s a really good idea to like poly model.
It up you can block it in with polygons and from there you can really refine the shape. If you re doing anything from references. It s a good idea particularly doing props. I would never sculpt a prop.
I will poorly model up the problem yeah like if you re doing a chair or anything for archivist tables. I know a umbrella for example you know all these objects poly modeling is the way to go there because this means that now you get to apology at the same time and these objects aren t that complicated to do and particularly if there are many different pieces in it as well like an umbrella like you know you have like 20 different small pieces..
And it s a lot easier to pull modelers up. But what if you re doing a human what if you re doing something like this character here in this case. It s most likely a lot easier to sculpt that up this is because you re dealing with with one incredibly difficult to shape you re not dealing with like three different pieces. Which are on top of it you re dealing with one cohesive shape.
So the way you would traditionally do poly modeling is let s say we have the eyes here now you would you would take take the whole here and i ll extrude it scale. It in and then i would just move it in and you will start to refine the shape. So it works properly you do the same thing with the mouth here you would take this you would extrude it scale. It in and i start to refine this shape.
And now you can kind of start to see the problems of poly modeling is that it s really hard to refine a shape with these tools here they re just not meant for it you know if we were to go in here and start to start to properly refine this. This is really genuinely tricky to do and it was a lot of tweaking. A lot of soft selection and you know just in general a lot of mystery. And it s just not going to look as good as it s gonna look if you are dealing with them with proper sculpting tools yes.
It s a very mechanical process i would say where and that s why i feel like it lends so well to hard surface. Because you know you re you re ending up with these very mechanical surfaces that are perfect most of the time while they have undulation nothing is perfect. But like the base shape. It s easier to make that perfect if your poly modeling in you know something like gollum was done traditionally with poly modeling before the advent of zbrush or sculpting tools.
And you know that s a nightmare to do just because it s so it s so advanced to do characters with poly modeling. And that s what people used to do until sculpting tools. Came along yeah. We both done a lot of poly modeling.
For for anything. And the advantage of that is it s kind of like the core modeling skill set it means if you you re good at poly modeling. You can model most things. But it s it s very problematic if you re if you re trying to sculpt.
It sculpting on head or hand is we done in something like zbrush. So here..
We have basically a ball of clay. And it s a fundamentally different approach to how to how to approach it now i m just approaching from a shape point of view. I m not worried all about justice deform well like it s the pulled it tight whatever. It is the only thing.
I m thinking about right now is what s the form. So. This is a far more artistic way of working just because you re thinking about the emotional quote. Like what kind of character is the sky you re thinking about all the subtle little things well.
What are you modeling and blended like we just didn t know you re dealing with all of that at the same time you re dealing with you still have to think about what s the background of the character. Like what how old list character all these kind of things while you were thinking about the edge flow and the shape of it and it s almost impossible to do that to the correct level you can see that the moment like seaver started to become really popular as a tool. The characters just became better for film and games. Because now you could you could really really refine them with like in terms of scope.
The instead of just worrying about the technical things so i would see brushing sculpting. You are you were first doing the design then you re doing it apology afterwards and in traditional modeling. You re worrying about that at the exact same time it just makes it really hard yeah. I hope you can see why this is beneficial to like split up the process especially when you re working on characters just because it s a lot easier to manage one thing compared to two especially to two things that are really advanced like topology well making up topology isn t necessarily advanced.
But you have to place it correctly. So if you re worrying about placing topology correctly and getting nice form and my silhouette at the same time as you re trying to get the design to look right you re just sort of handicapping yourself on the other hand like is say you re doing a car. You don t want the organic feel of what you get and see we re sure you can do some hard surface in zbrush you could use it for hard surface concept thing. But it s actually like an interesting observation.
I ve made is sort of the hard surface stuff that you get out of see brush. I feel like after sieber sort of came to light and people started using it for her surface our surface designs changed like before that you know you have that very like classic avatar mech thing that has the giant knife that slices the panther very boxy. Very mech like after that is sort of transitioned into this i like to call it organic hard surface will you achieve a lot of these organic shapes that people then shade to be hard surface so a lot of these shapes might not make a lot of sense like how would you make those you would have to like cast them instead of you know you have like plate steel. And you were like cut it out willed.
It together so after sieber sort of light into the territory. It also spiced up hard surface quite a lot..
But there are things where you just wouldn t use it for like cars for example. Yeah. You can you clearly see this in games. Like doom.
Where you see all the armor. It is almost like it looks like it s sculpted with weed like the the clay brushes and then you have a trim dynamic on top of it. This is kind of bubbly. Yeah.
Exactly the reason you can tell is because it will be almost impossible to actually do that with traditional poly modeling. It s just so tricky to get that to look right so yeah. It s it s made a huge difference on the entiGo industry to be able to do it. But don t don t underestimate how important poly modeling is as well it s really one of the core modeling skills for it i ve seen now recently.
Where this is what we re going to see where s cowboy territory. Where you have people now who they know every single button and see brush and they know all that and they were trying to use zbrush for everything. It s it s like the example of if you re a hammer everything looks like a nail or you shouldn t be a hammer. You should look at you should look at whatever situation.
This situation requires and do it from there. I was speaking to a guy s new years ago. And he was a massive see brush cowboy and we were talking about like how would you model this glass. And and almost like well you should just start with a cylinder extruder up and give it some thickness and the glass is done in like five minutes.
But he was saying that no you should use a shadow box and you sure that you boolean s and all that kind of stuff. And then you should use a way to put like c or mesh. Rafter words. And then you use uv master on it to make the eevee s which in that case makes sense.
If you are that the zbrush hammer and everything looks like a seavers nail. But in reality..
There s so many other ways of doing it instead of just trying to use the zbrush tools for it they re like a very popular sort of method. I don t know if dreamworks still uses it and picks tower still uses. But i they did at some point. You know they did clay maquettes and the clay maquette sort of like served as the base for you know for the character whether it s sculpting in real life or sculpting in zbrush.
It doesn t really matter. If you re doing something like characters. Then the sculpting works like justin allows you to nail that design before ever worrying about topology you can also combine the two as well we recently have a chat with dynamic and one things. He s talking about is he keeps his he keeps this topology really low rest.
So i might be doing a sculpt. Where you re you re sculpting up to get in main shapes. And get all the volumes to be right and then you rita polio scene with a fairly low risk age this or that you re now smoothing out all the undulation like morgan was talking before if you try to sculpt a car in in zbrush. It s just not going to work you re gonna have way too.
Many small imperfections all over the place so by having a more low risk age for this you are you re just making sure that you can t have these crazy shapes. You can t have all the brush strokes and custom the low topology literally doesn t allow for it so yeah. That s essentially in the differences between poly modeling. And and sculpting really hope this has been illuminating for people it s been a question we had a fair few times.
Why would you scope and you can pull a model and why don t you just model every single prop you ever have in zbrush. So i hope this has given you some some light on the subject. So thank you so much for watching. And make sure to leave a comment like and subscribe and we will see you next time.
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