Hey all,
First post on polycount so be nice.
I'm a technical animator working in the games industry for just over a year now, but I am trying to get back into art again.
This is my first sculpt in zBrush in over one and a half years, so it's nice to get back into it.
My aim for this is to make a high fidelity games quality face rig with my own sculpt. I chose to do Dexter.
Just as a point, I know there is something wrong with the cheekbone, eye area but I'm not sure what. Dexter seems to look different in every photo so it's hard to get it right. I think I need a key image to follow.
also the 3/4 is not as strong as the front and back.
So without further ado, here's my WIP. I'd love for some good critique at this point, and maybe where I should be taking it next.
My Ref:
Thanks for looking!
Replies
also i would suggest you sculpt the hair on a separate mesh and keep the head bald. this way you will have a better shape on the forehead and around the hair line.
found this with google, could be good starting reference:
^^MM provided a good example of that
That clay sculpt is really nice MM, thanks for that. Much easier to see the structure of the head.
Things to do still are:
* make eyeball to fit eyesocket around
* sculpt hair roughly that fits
* continue tweaking. Still not happy with the shapes in the mouth and brow.
Finding him really hard to sculpt cause every picture is different. Since I want this to be as realistic as possible (not a caricature) - the sculpt above is awesome but doesn't seem 100% accurate.
His eyes are now spheres from maya. Getting used to passing the mesh back and forth between maya.
What's your thoughts polycount?
Please keep in mind this is my first real sculpt.
Thanks!!
EDIT: I know the back and top of the skull shape is a little blobby at the moment. Need to work some planes back into it.