Im trying to finalize (the body) of this human Ive been working on to use as a base for all clothing OR as a base to further detail in situations where the skin would be visible.
Ill be sculpting the head and hands separately.
So I generally stop working on my projects pretty quickly because I don't have a great body to begin with. I want to fix this.
Question:
If I do the hands completely separately as separate models how easy are they to attach? I cant stand sculpting connected hands/heads in zbrush because I can't stay focused on them.
first pass:
http://i.imgur.com/2gv6k.png
My corrections (gif):
http://i.imgur.com/clCgt.gif
Revision2
Replies
keep it up man.
@Gir, good to here. Any key silhouette issues going on I should get fixed right away? I still need to fiddle with the hands feet and legs a bit more but hopefully the form is accurate right now.
Not even anorexics have such a gaunt/skull-like face.
And you shouldn't call it a blockout now, when first you said "trying to finalize" which indicated you're in the final stages of sculpting.
can i get a view from the back, and from the side with the arms hidden?
I think I also need more V taper from the waist to the shoulders/lats
Im generally new to legs for the most part, so please comment on the form
I really wish there was a way I could re attach a fixed hand and fixed head (and possibly toes) to this mesh but still keep all my subd levels
Things that stick out to me:
Shoulders aren't broad enough
Should have visible lats
Muscles generally way over-defined, subtlety is really the name of the game with the body.
Put the hands/head into position (make sure you've got some overlapping geo) then reproject only the seam area without combining the meshes. The seam will be virtually unnoticeable except for when you have object dimming on.
Only drawback is you can't sculpt across the seam and if you change it you have to reproject it again.
I figured over defining muscles and then doing a body fat pass would be a good approach. Though, none of this will be visible, im mostly using the muscles to easily keep track of proportions (the particular character im going to be making will be fully clothed)
Ive never done any re projecting before, could you be a bit more descriptive please? I understand the stubtool placing deal, but not exactly the re projecting part or what exactly its doing
Project All just takes the unmasked areas of your current subtool and tries to match the surface detail of all the rest of your visible subtools, so mask off the areas that aren't part of the seam and just press the button.
https://plus.google.com/u/0/101133366180050549000
@dii thanks! Ill give it a shot
Right now im still seeing little mesh weld errors popping up but its almost completely ready to start sculpting.
Id love a hardcore paintover of one of my previous posts in this thread that I can make note of as I start the next one
if you make a google+ account, we can use the hangout/screenshare feature. it's a more direct way of showing/seeing what's up as you can see changes being made in realtime. it's pretty awesome.
Ill try and get my basemesh to look a little more recognizable as a body first so changes will be easier
I went back to practice drawing some of my problem areas
i think that's your biggest drawback in your sculpting so far, is form and volume. nail that stuff first, then start worrying about anatomy. get all those big shapes in, and refine them later.
keep it up!
To address this here is my new and improved cleaned up base mesh!
the torso is looking pretty good, the biceps are a little too big/bulgy compared to the torso. the legs have some nice tone to them but could do with a little more bulk to match the torso.
as for the head, if it's okay with you i'd like to do a screenshare over google+ with you later? it's much easier for me to demonstrate that way. i'll be free in ~2 hours.
hope that helps you a bit and apart form that its looking really good
Or were you talking about the black and white renders?