What is the best way to make a humanoid model? From scratch or resize a preexisting one?

What is the best/easiest way to make a humanoid model? From scratch or resizing an existing model or a different way?

Almost every video tutorial I see shows the models being made from scratch through primitives and a combination of edit mode and sculpt and constructing the topology from scratch. But some people say its easier and faster to edit an existing human model.

I’m trying to do the revising an existing model method and while I do see how it can be faster. I’m running into some issues.

For example how do you handle the situations where you have to move/expand a landmark like an ear or nose a decent distance and it starts to collide with preexisting vertices and creases unless you reposition the column of vertices and then you need to reposition the column behind that and the one behind that and so on?

Hum, if you’re in the process of learning / training it’s best to start from scratch…
If you’re confident you can do something to the level of an existing asset, then it’s ok to use that as a base, as it’s what people tend to do in the professional world. Then you can focus on everything else and that’s fine…

In the professional world however you don’t always have the luxury to use an existing base, so in any case you need a very good level and should be able to manage without any shortcuts…

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Just an example:
If you have a look at Follygons (sculpting) YT channel especially 2D to 3D then you will every (?) single one starts… with a sphere… (link to playlist):

because he knew how do to do it…

Aaannnnnd…
…if you do not have an eye for the proper proportions then no (high density) base mesh will help you…

This said: in most most human models you only see the face and the hands… so the body itslef only has to be fairly the right proportions to cover it (and also often delete this geomtry…) with… clothes and gear.