Hey so I was recently told to stop sculpting and start studying. I drew some quick figures and quick sculpts and now I want to sculpt a full male nude body. Here it is.
Is this an ok start? any links or books for good anatomy?
the underlegs seem a little too short, and with that the feet could be a little larger. a good reference for the length of the arms is holding your own next to your body and see where the hands reach. other then that; good start!
Don't forget the tendons around the throat
I think you can define the simple shapes more before proceeding to sculpt in the muscular details? Like an artist's mannequin and add a thin layer (not too much!) or muscle to modify the shape to be more realistic?
Right now some of your muscular detail are changing the basic shape of the human.
I think your off to a good start. One thing that I commonly see is people making mistakes with muscle symmetry. I didn't notice this personally until I started actually bodybuilding competitively myself, and really studying what makes a person look balanced all around.
People generally sculpt human figures extremely muscular and lean, however they don't give them proper muscular development in certain areas that they are not themselves aware of.
In your case this is particularly obvious in the lats from the front view. For someone this size they would be much bigger giving him that "V" shape. His bone structure in general appears too thick to show that kind of definition also. Much of this may simply be because you haven't subdivided the model enough and smoothed it yet. However, the hips look pretty wide atm.
Also, the elbows in the back look too low, and the shoulders not big enough from the side view (they should be back further also). From the back the glutes look a tad high, and the calves too large.
My advice is to look at some bodybuilders online if that's what you are trying to make. Get familiar with the different muscle groups and really study the size relationships, and placement on the human form. If you can actually find video of someone running threw poses that can actually help a lot too, so you are aware of the body in motion and how things move based on a particular pose. Take this sculpt up a few sub divisions and get to some tighter details. It will become a lot more obvious where you need to improve once you do that. Good luck!
Hey dude,
I think you're missing the big picture. You need to focus more on form and refining that form more and more, making it look crisp in the end.
Right now, its hard to tell what changes you have even made since the last post.
This is an example of what you should be aiming for at this point...
It's possible to get there, but you have to get a lot more aggressive with your shapes and sharpen them up a lot more. Currently your sculpt is still looking very blobby.
So I would either follow what those guys outlined above and drop this sculpt for a bit, or really refine the hell out of this before asking for more crits.
Glad to see you are determined, keep it up!
[edit] btw, this is probably the best anatomy sculpt I have ever seen, so don't get discouraged if you arn't able to meet this quality. It's going to take a ton of work on your part to even get close to that.
I made him more buff and tried to define muscles more tell me what you think. I mainly worked on the thighs and cavs, the whole upperbody (not including hand and head).
glad to see you tightening up the forms, but he looks way too big an puffed out currently.
If your trying to study anatomy, I think you have to stick to real world proportions because otherwise it just doesn't look very believable. The image I linked you to earlier would probably be like the biggest most ripped guy on earth and yours dwarfs him.
All I can say is try to focus really hard on the subtle details. For example, abs will never look like that on anyone. The outer side always blends more into the torso, and they won't be perfect blocks like that either. 'A' symmetry goes a long way in abs.
Nice to see you progress. I find what has helped me most is to make notes on a set of rules in which I can use as a guide and reference when blocking in and while refining the forms. This was I can self audit to some extent when things are not looking write. I have also found drawing in 2D ( not my thing ( has helped my 3D greatly in a very short time.
Stop focusing on sculpting muscle and focus on sculpting form. Anybody with no art experience can look at a muscle chart and sculpt it, understanding weight/balance/form is what will make your work progress faster than anything else you do.
Look at this for example:
Sure, the high poly sculpt looks great with the anatomy detail, but take all that away and see whats left.
The weight, form and strength are all present in the low poly which is why it looks so powerful.
I'd suggest lowering your poly count and practice more on form. A good exercise would be trying to convey strength and weight without defining any individual muscles, just like in this piece.
I was trying to a make muscular man that I could reuse on other character designs in the future, that's why it's in a A pose. I'm not sure if you meant my A pose is lacking in balance or form but I intend to use an A pose.
I don't think there is really a 'most productive way'. I've started learning this stuff too and the sources I use most are muscle and bone diagrams. Anything else like poses or movement is just a google image search or even some exercising clips on youtube. I think comics are also pretty good as a source as each characters features are exaggerated and very distinguished. Obviously not good for realism but assist in setting the base features.
It's been a while.. I was busy passing my programming class for my schooling. I mainly worked on the arms legs and body. The head I just started and hands and feet I will work on later. Let me know if I have any major anatomy mistakes. I'm hanging in there with this anatomy stuff it takes a lot of patience.
Oh and if someone could tell me the best way of posting images on this site that would be great. Because I made a blogger and all I do is post pictures there and copy the image URL and paste it here.
thanks for the crits very helpful, I have some questions
Do I need to know a lot of anatomy for sculpting stylized characters? What if I wanted to do a cartoony Disney looking character? How important is anatomy in that case?
I was already thinking of sculpting a head with clay. Do you know the best clay material for sculpting?
You have improved a lot man. Nice job! I would suggest some more studies of different body types and stuff to gain a new perspective. You still have more to learn and I think it would be time better spent at this point.
I haven't sculpted seriously in a while. So I decided to sculpt Jason Statham. I did this in about 7h. I know that's long but I've been busy I'll be posting more and studying more. This is just an appetizer
I haven't posted in this is a while.... I was switching to environment modeling and going back to character studies. Was not sure what I wanted at the moment but I came back to character modeling.
The biggest thing throwing me off right now are the proportions. This guy looks too "top heavy". The head shoulders look bigger than everything else. Your torso also looks too short and the legs are too thin. Try and get the basic silloutte down more solidly before you start adding details (which you haven't went into too much, which is good). Being at a lower sub-d level might help.
Some other notes: Either add the feet or cut it off from your presentation. Looking at stumps for feet does throw the viewer off a bit. Your head is looking good, although the jaw shape is weird, especially from the profile. Also the volume on a lot of your shapes is a bit off. This is especally noticable in the calves from the back, where they look convex on the inside when they should be bulging out. Take a cross section of your body parts frequently (hide geometry and look at the hole) and see if the shape looks right.
Replies
Find this book and dowload it... this is russian language book but you can only see pictures.. it will help you i think..
There are some obvious errors but frankly I think it's a good start. Keep going and have fun with it. Also keep references handy to check what you're doing.
God luck and remember you're not alone in this.
Also go ahead and do the full sculpt. It's good practice.
http://fineart.sk/
http://fineart.sk/photo-references/human-anatomy-artistscom
http://anatomicalfigures.com/
A bit in depth http://www.bartleby.com/107/
http://drawsketch.about.com/od/humananatomy/ig/Human-Anatomy-Reference-Photos/
http://artists.pixelovely.com/practice-tools/figure-drawing/
Don't forget the tendons around the throat
I think you can define the simple shapes more before proceeding to sculpt in the muscular details? Like an artist's mannequin and add a thin layer (not too much!) or muscle to modify the shape to be more realistic?
Right now some of your muscular detail are changing the basic shape of the human.
I've made a base mesh recently to learn the shapes and maybe it will be useful to you
http://www.polycount.com/forum/showthread.php?t=108292
People generally sculpt human figures extremely muscular and lean, however they don't give them proper muscular development in certain areas that they are not themselves aware of.
In your case this is particularly obvious in the lats from the front view. For someone this size they would be much bigger giving him that "V" shape. His bone structure in general appears too thick to show that kind of definition also. Much of this may simply be because you haven't subdivided the model enough and smoothed it yet. However, the hips look pretty wide atm.
Also, the elbows in the back look too low, and the shoulders not big enough from the side view (they should be back further also). From the back the glutes look a tad high, and the calves too large.
My advice is to look at some bodybuilders online if that's what you are trying to make. Get familiar with the different muscle groups and really study the size relationships, and placement on the human form. If you can actually find video of someone running threw poses that can actually help a lot too, so you are aware of the body in motion and how things move based on a particular pose. Take this sculpt up a few sub divisions and get to some tighter details. It will become a lot more obvious where you need to improve once you do that. Good luck!
here is my update:
I think you're missing the big picture. You need to focus more on form and refining that form more and more, making it look crisp in the end.
Right now, its hard to tell what changes you have even made since the last post.
This is an example of what you should be aiming for at this point...
(see more of this guys stuff here... http://www.zbrushcentral.com/showthread.php?168792-BPR-render-test/page2)
It's possible to get there, but you have to get a lot more aggressive with your shapes and sharpen them up a lot more. Currently your sculpt is still looking very blobby.
So I would either follow what those guys outlined above and drop this sculpt for a bit, or really refine the hell out of this before asking for more crits.
Glad to see you are determined, keep it up!
[edit] btw, this is probably the best anatomy sculpt I have ever seen, so don't get discouraged if you arn't able to meet this quality. It's going to take a ton of work on your part to even get close to that.
"An
If your trying to study anatomy, I think you have to stick to real world proportions because otherwise it just doesn't look very believable. The image I linked you to earlier would probably be like the biggest most ripped guy on earth and yours dwarfs him.
All I can say is try to focus really hard on the subtle details. For example, abs will never look like that on anyone. The outer side always blends more into the torso, and they won't be perfect blocks like that either. 'A' symmetry goes a long way in abs.
My favorite anatomy studies are the ones that have a lot of character and subtle details. Checkout this for inspiration: http://majid-smiley.cgsociety.org/gallery/833170/
https://www.biodigitalhuman.com/
Keep up the progress. Cheers
Look at this for example:
Sure, the high poly sculpt looks great with the anatomy detail, but take all that away and see whats left.
The weight, form and strength are all present in the low poly which is why it looks so powerful.
I'd suggest lowering your poly count and practice more on form. A good exercise would be trying to convey strength and weight without defining any individual muscles, just like in this piece.
Good luck!
Check one of Alessandro Baldasseroni's sculpts out:
There are a lot of great lines of action through his pose too.
Hope this helped!
Oh and if someone could tell me the best way of posting images on this site that would be great. Because I made a blogger and all I do is post pictures there and copy the image URL and paste it here.
Thanks
Do I need to know a lot of anatomy for sculpting stylized characters? What if I wanted to do a cartoony Disney looking character? How important is anatomy in that case?
I was already thinking of sculpting a head with clay. Do you know the best clay material for sculpting?
Good luck with your journey...
should be working now
Neck is totally jacked up tho, lol. check some reference on the side angle.
Here is a W.I.P of what I was doing
Some other notes: Either add the feet or cut it off from your presentation. Looking at stumps for feet does throw the viewer off a bit. Your head is looking good, although the jaw shape is weird, especially from the profile. Also the volume on a lot of your shapes is a bit off. This is especally noticable in the calves from the back, where they look convex on the inside when they should be bulging out. Take a cross section of your body parts frequently (hide geometry and look at the hole) and see if the shape looks right.