Home 3D Art Showcase & Critiques

Matt practices anatomy

shadacer
polycounter lvl 6
Offline / Send Message
shadacer polycounter lvl 6
Hey guys,
So I decided to give anatomy sculpting a try this year, so I'm sharing what I got so far for any possible feedback. Doing this alongside drawing to improve myself, so go nuts with feedback!

Hands:

Skull:


I'm keen to improve at this, so any feedback on these would be appreciated!
Thanks for looking!

Replies

  • Alebrijes
    Options
    Offline / Send Message
    Alebrijes vertex
    Hey Shadacer! Anatomy is one of the hardest and most rewarding things to to study, keep it up! 
    For a bit of feedback I'd start with the hand. Did you use reference from a picture or yourself? Is the hand mean to be a mans or a woman's hand? It looks like a males hand because the thumb bone is protruding more, but is good to know the intent. I'd  also recommend modeling the hand in a more relaxed position, it will help your hand sculpts look better unless you're sculpting a dynamic hand.
     
    Here's an example of a relaxed hand pose, notice the position of the thumb, when it's relaxed it naturally hangs low.
    Seeing the hand from the side also points out that the volume of your top hand is too flat.
    Imagine the shape of a slightly bent piece of paper the highest point where the index finger is, although the knuckle of the middle finger is the highest. 
    Hands are hard man, just gotta keep practicing! :]
    For the skull I'd recommend taking it a step further and trying an ecorche. 
  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    Cheers for the feedback Alebrijes, that's something i didn't consider. It is a male's hand, yeah and I see what you mean about making it more chunky. For my next hand I'll try it in a relaxed pose as you suggest :)

  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    Just an update - roughly tweaked the hands as per feedback, will likely make a new sculpt with hands in a different pose next time:

    And also made some feet. I learned that it's probably best to make unique Ztools for the nails than sculpt them into the model, so will incorporate that into the next hand sculpt. Here we go:

    Critique away!
  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    Hey guys,
    Not much this weekend, but i did try my first ecorche!
    I have only done one half of the face whilst I studied the muscles, but critique away anyway. 

    If you know any consistent anatomy resources online, also let me know!. I have a PDF and will get some books, but any help is appreciated!
  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    Hey guys,
    Just did a quick one today for female hands - got some tips from work so my process can be sped up.
    I did a bit of studying up on the female hands' differences to my rugged man mitt before, namely finger ratios, thickness and the rigidity of the underlying shapes.



    I feel this one's a load better than my last bunch, but still, everything can be improved. Critique away and I'll see to it that I fix my mistakes!
  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    Hey guys,

    Sketched out a male torso from scratch today, super rough but I thought worthy to post (excuse the butt crack);


    Critique welcome!
  • gem2492
    Options
    Offline / Send Message
    gem2492 polycounter lvl 5
    zygotebody.com is a great online resource. Also, if you open ZBrush's Lightbox, you'll see a sample project there with female anatomy made by Ryan Kingslien.
  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    Thanks for the advice Gem, will be sure to check out Ryan Kingslien's work more closely.
    In the meantime, whipped up some leg muscles after my holiday:

  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    Hey guys,
    Back from a brief hiatus to bring you this torso sculpt which turned full-body almost by itself. Feel it's way better than the last, but nevertheless crit away!
    Female torso next, so I may have to put a nudity warning on the thread.

  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    Hey guys,

    Late again, but here's a female torso anatomy study:


    Not sure what to move on to next, may try some more detailed skin-on sculpts but need to decide on it first :p

    Critique appreciated!
  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    First face bust, and it's Arnie. Picked him because he's a pretty iconic face:


    Not perfect and could be more detailed, but was just using this to get a feel for the workflow. I'll go for a female face next, then on to some different body types.

    Crit appreciated!
  • samnwck
    Options
    Offline / Send Message
    samnwck polycounter lvl 9
    I think more detail is less of what you need. You need to back up a couple sub division levels and focus on nailing the landmark locations like cheeks and chin because right now I don't see much Arnold unfortunately.

    Here's a sculpt of Arnold's anatomy that looks pretty dead on that may help a bit (he even has a sketchfab to help you get the right angles).
    https://www.artstation.com/artwork/GDr0d
  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    Thanks for the feedback @samnwck
    I've done some adjustments to proportions of the sculpt as you suggested:


    Most notable changes were the nose, cheeks and jaw, making the head a bit longer and narrower in the process.

    Feedback always appreciated, even on previous work!
  • Elithenia
    Options
    Offline / Send Message
    Elithenia polycounter
    I would say that you should find reference images, and post them together with your sculpt in the same angle. That way you can get more on point feedback from the community. 

    One of the fundamental advice that I've come across and told, is "Form before detail".
    A lot of modellers try to throw in as much detail as possible, like skin pores and wrinkles, before the forms are correct. The details aren't what makes the sculpt, but the underlying forms and muscles. Make sure to get those correct before applying the details. 
  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    Hey guys, thanks for the feedback!
    I went back to basics and smoothed out some of the detail from my sculpt - I realised making this that a lot of my reference images were just Arnold in general and not a specific point in his career, and faces change. So, I opted to focus on a Terminator 1 Arnold and make him look less like Hank Hill :p
    I removed the hair for now and focused on narrowing the face and nailing the nose and mouth, as well as his proportions around the jaw.


    @Elithenia
    I took your suggestions and posed my bust similarly to some of my ref. The last one's ref image is technically cheating as it's a bust made by Peta Checodaev, but it was the most decent profile ref I could find at the moment:





    As always, feedback appreciated - I want to nail Arnie before I move on, so if there's anything glaringly bad, feel free to point it out.
    Thanks for the help so far!

  • Pav3d
    Options
    Offline / Send Message
    Pav3d insane polycounter
    Hey Matt, theres a lot of great sculpted reference out there, like this digital double made for terminator genysis
    Or this guys work
    Youre definitely improving.
    The area around the nose needs to be pulled out more, its very sunken in at the moment. Also the large shapes of the face need to be more defined.

    He has really defined masseters that can be seen very clearly from the front.


  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    Hey all, a quick update on Arnie, thanks Pav3d :)

    I focused my efforts on the shapes of the face and edited his moth, eyes and ears for better proportion, removing his scowl in the process, which helped a lot - he's now got a more neutral facial expression which is more ideal for a study.

    Feel free to add feedback, it's all been helpful! I may move on to a female face now as I felt that although I learned a lot I spent too much time on Arnie.

  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    Hey guys, did a quick Scarlett Johannsen study today, just putting it here with my ref:


    This is my first female bust study so it's not perfect, Crit appreciated!

  • Mark Dygert
    Options
    Offline / Send Message
    This is where makeup, contouring, facial expression, camera focal length, lighting, retouching, age and cosmetic surgery all start to screw with your reference. So you really want to get a lot of ref from varied sources and then go for the average. If you lean too heavily on a few shots and try to match them 1:1 you'll record a lot of anomalies that where specific to that shot. Take a look at porn stars without makeup for example.

    Lipstick has you over defining the upper lip. You see a sharp difference (in color) and that has lead you to exaggerate the transition in your sculpt, but it's not "that" sharp of a contrast if you subtract the color difference. You should look at it and try to filter out "the importance" of color when you're at this stage.

    She has a surprised look in your sculpt, because the skin above her eyelids and below her brows is incorrect. It should push out and sit on top of her upper eye lid. As people get older that becomes more and more pronounced and starts to overtake the eyelid, so people get their eyes done. Really take some time to study eyes and not just Scarlett's. Figure out the universal anatomy, how they move and really dig into it. The more info you have, the more you will sculpt into your characters. 

    Seek out and follow other artists anatomy studies, it might help to document your own as you go. Not just for others but for yourself. It's one thing to see something it's another to ponder it and document it. Its the whole "take notes you'll remember it better" thing, it really does help a lot of people.

    The brow ridge seems over pronounced and the jaw line seems lumpy which might mean you're sculpting at too high of a subdivision or not masking off areas and your brushes are creating unintended artifacts.


  • shadacer
    Options
    Offline / Send Message
    shadacer polycounter lvl 6
    Hey guys, back with an update. Thanks @Mark Dygert
    I looked at more references for Scarlett and smoothed out the lower parts of the model and detailed the eyes and eyelids more. Here is my result after an hour's tweaking tonight:

Sign In or Register to comment.