Does anyone actually make characters by polygon modeling these days? The impression I'd got was they generally either start from a basemesh that was probably originally a sculpt, or just sculpt and retopologise into something useful for rigging and animation. Thinking about sculpting, substance painter, etc isn't so much…
Do you mean sub d modeling for hard surface props is preferred at your studio for high poly work over zbrush hard surface sculpting? I was under the impression that competent hard surface sculpting artists were more sought after considering how challenging that skill is to master. Personally I pivot between both, so it's…
This is what I've concluded as well while I'm working on my own character portfolio. No one would know or even care whether or not you use a base mesh since most people in the industry do and ultimately everything you sculpt is going to come from some kind of base object anyways. I personally say find the best base mesh…
Ah you meant artists that only have high poly artwork in zbrush in their portfolios and have not demonstrated a full pipeline from sculpt to low poly. I thought you meant that juniors who could do hard surface zbrush like keos masons were easy to find right from school lol. That technique is challenging to master and I…
There are people like that? But....You can't model for shit in ZBrush. And even that aside, if your skills only extend that far, you can't finish anything, or even just do anything with it except make a static sculpt that sits there doing nothing. I might be a bit fixated on some things, but even I know that. When it…
Clothing and shaders you can learn about alongside anatomy. I expect you will be using Marvelous designer for clothing and shaders would start with substance painter for textures. While character creator (the software I recommend) would cover a lot of ground, you could also look into the metahuman workflow.…
Yeah, I get the impression Marvelous is quite a go-to for clothes these days? It seems very advantageous. I do want to learn to sculpt clothes properly myself, too. I don't like to rely too much on simulation and cheat myself out of skill. In any event, I have a lot to learn.
Atleast in AAA, a basemesh is very commonly used and a lot of the model is spliced together from exisiting assets. Very rarely did a character artist in studio have to work from scratch and if they were assigned such a task there was considerable time alloted for it. Lot of the work was outsourced, so its more a matter of…
You could start from a base mesh and get the body sculpting done in five days, clothing in five days, texturing in five days, and then five days for wrap up and presentation. 1 day = 8 hours of focused work. I'd consider that pretty quick pace but with your current skillset I would expect that you could output a…
Well ... because. I am not being ironic or sarcastic here. If you are judging what to learn and how to learn it based only on what *appears* to be the norm to you from the outside, chances are, you'll likely be wasting time. Because by definition, as a beginner, you can't guess things. I can gurantee you that someone…