I know I made a few posts about poly modeling and subd modeling to try to learn new things, but even if I try to look for timelapses, or videos of people modeling stuff, just to watch them to pass the time. Whether it be characters or even some weaponry modeling, everyone uses sculpt and retopo. I know that's been used for some while now, but still, can't seem to find subd modeling anywhere anymore.
Replies
overwatch is mostly subd modelling. far from dead
Well, the real world isn't limited to Youtube or to whatever gets posted on the internet. You'll get a better feel for what is actually useful for you to learn by joining some collaborative projects, or by working on some Steam Workshop items.
You'll also learn faster and better by trying things out first-hand. It only takes a few attempts at "Zbrushing everything" on a character similar to what is posted just above to realize that sculpting it all is a dead end for efficient and clean asset production - always been, and always will be.
But regardless : worrying about creating highres models for baking is probably not the best thing for you to do ATM. You have a mediumpoly Kratos fanart bust to get done first !
https://www.artstation.com/devmatt3d
https://www.youtube.com/@matthiasdeveltere4192
https://www.torfrick.com/
https://www.artstation.com/snefer
https://www.youtube.com/@TorFrick/videos
https://andrew-hodgson.com/
https://www.artstation.com/andrewhodgson
https://www.youtube.com/@AndrewHodgson3D/videos
https://makehastecorp.com/
https://www.youtube.com/@MakeHasteCorp/videos
https://www.behance.net/colorsponge
https://www.artstation.com/colorsponge
https://www.altcinc.com/
https://www.artstation.com/ashthorp
https://www.youtube.com/@alt-c/videos
https://polycount.com/discussion/comment/2777123/#Comment_2777123
https://www.artstation.com/learning/courses/JQG/basemesh-and-high-poly/chapters/1Qg6/procedural-basemesh
Set a goal, pick a project, jump into the modeling process, and solve the problems as they occur.