totally digging this tutorial so far. I like how you sometimes make a mistake, then undo and choose another solution and then explain why. It's like getting 2x learning in one tutorial. And its hilarious how happy you get when you unexpectedly get to delete some geometry! 😂
Hey Frank! Thanks for the comment. I'm glad you like the tutorial style. If possible, I try to help others solve the same mistakes that I run into, so they don't get stumped by them. Btw, thanks for the video result of your skull. Looking good! Nice touch with the fire background. Cheers!
hi, thanks for the great guidance. i want to simulate this jaw line bone model made in blender. is it possible and accurate to simulation and analysis? i need its surfaces to apply the constraints, is there anyway to get it import with surfaces? or u may provide its IGS file for the time being. i need help
so i have a huge problem. teeth were great, but now that im sculpting more details and subdivide / remesh. they are absolutely jacked. I feel making them the same comp was the wrong move
Good day! I am happy to model this skull with you, it's very cool. But here I have a question. Is it possible to create a single standard for skull modeling, without a reference? A certain standard, based on geometry.
Good day to you as well :) Thank you for the comment. I'm not entirely sure what you're asking here. Most things that are created in 3D are based off of some sort of reference. Also, there is no standard skull size. Since they are organic, no 2 skulls have the same size and shape. I suppose if you were modeling a house or robot, you could model it based on measurements alone, but you would still want references for textures, composition, and overall context for the final product. In conclusion, references are good!
totally digging this tutorial so far. I like how you sometimes make a mistake, then undo and choose another solution and then explain why. It's like getting 2x learning in one tutorial. And its hilarious how happy you get when you unexpectedly get to delete some geometry! 😂
Hey Frank! Thanks for the comment. I'm glad you like the tutorial style. If possible, I try to help others solve the same mistakes that I run into, so they don't get stumped by them. Btw, thanks for the video result of your skull. Looking good! Nice touch with the fire background. Cheers!
hi, thanks for the great guidance. i want to simulate this jaw line bone model made in blender. is it possible and accurate to simulation and analysis? i need its surfaces to apply the constraints, is there anyway to get it import with surfaces? or u may provide its IGS file for the time being. i need help
so i have a huge problem. teeth were great, but now that im sculpting more details and subdivide / remesh. they are absolutely jacked. I feel making them the same comp was the wrong move
may I know how you solved it?
@immanuel6954 unfortunately I don't recall.
Good day! I am happy to model this skull with you, it's very cool. But here I have a question. Is it possible to create a single standard for skull modeling, without a reference? A certain standard, based on geometry.
Good day to you as well :) Thank you for the comment. I'm not entirely sure what you're asking here. Most things that are created in 3D are based off of some sort of reference. Also, there is no standard skull size. Since they are organic, no 2 skulls have the same size and shape. I suppose if you were modeling a house or robot, you could model it based on measurements alone, but you would still want references for textures, composition, and overall context for the final product. In conclusion, references are good!