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My First Character - Sculpt Feedback [nudity]

Hi guys, working hard here on my first character model.

I'll post what I've done so far and would love some feedback and crit in any areas of my work, but specifically on my sculpt which is where I presently am. I'm going to post my reference images first, however.

I1Qagm0.jpg

NfV1k39.jpg

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Here are some screenshots of my final base mesh, ready for zBrush:

1TKlDy3.png

KNyRAH4.png

8expjj2.png


Close up of the head topology:

GW4RXnx.png

rtJD8Ng.png


And finally, my sculpt as is at the moment:

GVN0ve3.png

8nEfWLw.png

scf3Oyi.png

k4zuOw1.png





I am aware of some obvious parts that need work on still, such as the lack of alphas across the whole model and the ears still needing to be sculpted in. But please, any feedback, tips, tricks or crit that you think I would benefit from would be greatly useful.

Replies

  • Jack Ryan
    Update on the face, got my ears to a point where I'm happy, although I'm not sure they're quite as accurate as I'd like.

    3wJGCAs.png
  • Jack Ryan
    Added a bit more definition in the areas of skin that are folding, they look slightly too uniform at the moment.

    MTzaWa4.png
  • pixelpatron
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    pixelpatron polycounter
    Well I gotta give ya props for subject matter, most people make the hot nude chick for their first model. I mean any lame excuse to ogle some ta-ta's and ctoe. Yet I couldn't really crit your model, I couldn't force myself to look at for that amount of time. I'm sure a model like this would be needed for something, but I would worry what that something would be. best of luck.

    I'm out!
    1339127239259.gif
  • Jack Ryan
    Well I gotta give ya props for subject matter, most people make the hot nude chick for their first model. I mean any lame excuse to ogle some ta-ta's and ctoe. Yet I couldn't really crit your model, I couldn't force myself to look at for that amount of time. I'm sure a model like this would be needed for something, but I would worry what that something would be. best of luck.

    I'm out!
    1339127239259.gif

    Hahaha, fair play.

    I'll give you a reason.

    In my class, everybody was picking - as you say, the ta-ta heavy girl - or the muscular man, but I wanted something that would be more interesting to sculpt and something a bit different. I thought the shape of this reference would be a bigger challenge for me than the other reference models.

    I guess I brought this upon myself :poly124:

    I also never thought about having to justify my choice to anybody outside of the classroom... paying for that one now, too.
  • slipgatecentral
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    slipgatecentral polycounter lvl 13
    placing that sexy grandpa image on a background in your 3d software would help tremendously. Spend more time matching proportions of basemesh before sculpting
  • Jack Ryan
    I used planes for reference in 3DS Max when modelling the base mesh, and for the most part it matched up to the reference images quite accurately. There were some complications - with the head especially - as some of the views were skewed in comparison to the alternate view because I think he was leaning in his photos. I tried fixing during the alignment in Photoshop but to no avail.

    It is definitely something I'll consider more closely for my next model, however I don't have the time to go that far back in the process now. I may be able to adjust some of the proportions in my retopology but I don't want it to affect my normal projection too heavily.

    Thanks for the suggestion though, here's where I'm at now, I'm going to go ahead and add my alphas soon, assuming I don't get any crit or suggestions that warrant a change to the actual sculpt:

    jQUI50C.png

    EUiluiy.png

    7f8SaF2.png
  • Rojo
    Good, original reference.

    You need to pay more attention to the larger shapes. Push your base mesh to its absolute limits before ever moving forward with detail sculpting, otherwise you are working backwards.
  • Jack Ryan
    Rojo wrote: »
    Good, original reference.

    You need to pay more attention to the larger shapes. Push your base mesh to its absolute limits before ever moving forward with detail sculpting, otherwise you are working backwards.

    Thank you for the tip. Our tutor wanted our base mesh to be nothing but the general, low poly shape of the reference model however. I think for the people with more muscular references or female subjects there were some other topological considerations, such as pectoral edge loops.

    It sounds like this is something you would advise against, in the future, though?
  • Neox
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    Neox godlike master sticky
    no your basemesh is allright for sculpting, just use your 3d software to match it to your reference more :)

    Also you should balance it further, you have a lot of unbalanced thin polystrips right besides wide ones, try to balance all your polies to be evenly spread over the whole sculptmesh
  • Jack Ryan
    I got some feedback from one of my tutors and he pin pointed some silhouette and posture mistakes which I quickly fixed.

    Here is the outcome:

    zm1BbCi.png

    I suppose I should probably talk about the destination and application of this model.

    Following a finished sculpt, it will be retop'd for game engines and used to project normal detail onto it.
  • Neox
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    Neox godlike master sticky
    stop working on details and concentrate on the main form, you are far off your reference, just overlay your reference images onto your model in a 3dapp of your choice (NOT zbrush, because it has no perspective) and follow what if given. Your model is way too wide, the eyes are too big. We could go on and on about whats not matching. Stop thinking about what you learned so far and just copy what you can see for now.
  • Jack Ryan
    As you may have noticed, I'm not completely adept at proportion, or winging it, as it might be so elegantly put. So when you mentioned how far off I really was, I decided to look into it by using the rulers in Photoshop. That opened my eyes.

    EPyGU4D.png

    Disregarding the fact that the reference subject is slightly leaning in the shot, there are clear issues with width and various placements of areas on the body. Unfortunately, I just do not have the time left in the assignment to go back and fix it all with a new/edited base mesh, so I've done what I can in zBrush.

    UG1bR9v.png

    It's clearly a lot better now, at least. Of course, by no means perfect, but I'd like to thank you for pointing out what should of been such obvious problems to me. It's all education. :)
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