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Hi all,
for the last few days I've been trying to improve my knowledge of Zbrush (I barely know anything about it right now) and learn proper Character and Creature sculpting.
So I watched the ZBrush Basics Digital Tutors video and started sculpting, trying to do at least one sculpt (which means an ugly bust at the moment) a day.
So for now I will only do highpoly sculpts and not worrying about retopologie or anything like that, maybe proper rendering and texturing if I am happy with one sculpt, but we will see..
The reasons why I am doing this thread are:
- to keep me motivated doing this
- to document my learning progress (hopefully there is one..)
- to get tips and critiques about my work
So, as I said I started a few days ago:
My first sculpt after a long time of not doing anything 3d related:
And the yesterdays sculpt:
Both of them were just freestyle doodles I did to get used to sculpting in general, not really worrying about anatomy and stuff.
I saw disneys Frozen yesterday and was pretty fascinated by the stylized characters they had, so I tried myself at a stylized head:
So, as you can see there are tons of mistakes and issues right now, and I have a whole lot to learn
But sculpting stylized characters was pretty fun, so I think I will focus on that for the next days while learning some more techniques.
Replies
Excuse the bad render, I don't know how to properly render yet, have to watch a few tutorials about that the next days.
Actually I'm pretty unhappy with todays (fast) sculpt, things haven't turned out the way I wanted to.
Another question: For learning ZBrush techniques, do you recommend sculpting freestyle or using a concept as reference?
Good Luck!
also, "not really worrying about anatomy", you should at the beginning.
So anatomy practice and large forms ot is, starting tomorrow.
Thanks for your advices
as for crits, the pecs and shoulders are looking good but try to make the transition in the muscle a litte sharper (pinch brush), the abs are too wobbly, define the main mass for the "belly" shape first and then cut in to define the abs slowly, this sculpt is a good example of what to aim for : http://www.gd3dart.com/images/torsostudy.jpg
good luck!
And the grey version (I actually like the skin matcap, so I just use both versions):
I guess the most important thing I learned on this sculpt are not the anatomical things, but the importance of good reference, before I did everything from my mind..and yeah, you can see the result of that on top..
Next plan is a head practice piece (with references this time!)
A lot of your model is very lumpy as well don't subdivide so much.
You really shouldn't worry so much about the muscle details until you have the correct structure. Here look I made some comparisons of yours to a 3d scan. Your muscle too defined and not shaped properly, but more importantly your overall forms and silhouette are flat. The second image is what is the most important. If your large forms and silhouette are correct your details are easier to place and people are more likely to trust them.
TLDR: stop focusing on the details and focus on the gesture and form.
There are so many things I haven't noticed o_O
Guess I have to get back working on my sculpt
Before I will continue doing the details, I'd love to get some critiques about the proportions first..
So after a long time of focusing more on environments and other things, I started doing some sculpting studys again and thought it would be nice to get some feedback.
My first try was a full body male anatomy study, which didn't turn out too great:
After that I thought I should go back to the basics and created a skull:
And here's yesterdays sculpt, a torso study:
Every feedback is very welcome, go ahead and tear my work apart :d
First a study of the female torso:
And here some sculpts of the mouth area:
Here's another face practice sculpt, still looks kinda weird, but I can't really figure out what exactly is wrong. I think the jawline could be more defined (since it's a male) and there's something wrong with the overall headform
Slowly starting to have fun instead of frustration when sculpting faces
And with ears o.O
Also tested fibermesh for hair, don't like the result, maybe I should just dynamesh-sculpt it..
Any tipps on creating good hair?
(I think it's by far not as good as yesterdays sculpt, and yesterday only took 2 hours)
but anyway, just keep practising I guess.
Especially the eyes are weird on this one, because I had to move them quite late.
Only thing I kinda like on this one is the mouth..
Thanks for the image, that's a great reference, really helpfull for understanding the face.
The only reason I put in the skinpores is that I really enjoy using alphas, I know it's unnecessary for learning the face, but it's fun and doesn't take too long
Here's todays sculpt, tried to pay more attention the the planes of the face.
Not necessarily better than the ones before, but atleast I'm getting faster doing these.
Here's todays sculpt.
I kinda like the front view, but side view seems a little off, just noticed that after rendering.
Now getting back to it, here's yesterdays sculpt.
I would strongly suggest you to refer to an actual woman's face and sculpt her likeness and also take notes on the anatomy of a face. The sculpt looks quite manly for me.
Taking notes and analyzing the characteristics of the face before sounds like a good idea tho
Right now I'd say your biggest issue is proportions. Specifically all the features appear "stretched", making the forehead too short and the mouth too low. Remember that the eyes are usually halfway down the skull. Actually in general I'd try studying the skull more, you're missing most of the bony landmarks like the zygomatic and the angle in the temporal region. Also, it's easy to ignore but I'd focus more on the ears if I were you. Your lobe is merged with your head when it should be hanging down as a separate piece. Also remember that the ears define the silhouette of the head from the front, so really define the primary forms.
Also I think it will be in your best interests to use a less "fancy" matcap like matcap grey or just the standard material. I recommend using standard and changing the lighting every once and a while. This helps you see the subtle changes in the forms without the program "lying" to you.
http://www.polycount.com/forum/showthread.php?t=76733
http://adam-fisher.deviantart.com/art/Asaro-Head-Sculpt-Model-Download-340299173
I actually do switch matcaps often during sculpting, I just use this one for the final render because I like the look of it
Didn't do much sculpting the last days, but at least a few anatomy studies on paper:
Next I plan to create the asaro head, sounds really helpfull
Also made a little summary of the faces I did so far to check if there are some mistakes I keep doing with every sculpt. I would say mainly making the head too long and the forehead to short..
https://itunes.apple.com/us/app/lecorche/id515026024?mt=8
Super helpful to have realtime reference on shapes and form on your phone, tablet etc.
Keep pluggin at!
There are also problems with the shape of the lips in all of your heads so far. The corners of the lips are too sharp and they don't roll over and tuck correctly. Take a look at this example:
https://www.anatomy4sculptors.com/anatomy/xlarge-Head-neck-Block-outs-145.jpg
There's a lot more useful information on this site, check it out:
https://www.anatomy4sculptors.com/
Crosspost from the anatomy challenge.
Not really happy with it, especially the back, have to learn more about the back-anatomy :O
But I continued working on my boy of silence.
The arms and legs are blockouts obviously.
Also got my hands on keyshot and testing it for rendering.
Still managed to finish the highpoly of the boy of silence (also did retopo of the body, but no images so far).
and another face sculpt:
Neck looks weird tho, should have spent more time on it.
That's for sure!
Never did face retopo before and to be honest I didn't expected it to be that hard