You're working on too high of a subdivision level too early. Try staying in levels 3-4 (depending on base mesh resolution) and get the overall shape down first.
I don't understand that part about the subdivision and the levels 3-4, can you explain me please? And Thanks to the reference, I was using 2 that doesn't line up well
Usually, if you subdiv ( Ctrl+D ) too many times too early, it could result in muddy sloppy blobbly looking sculpt. (unless you know what you're doing) Especially if you use Smooth with too weak Intensity on too high subdiv.
@switz Thanks for the ref That's going straight to my pinterest.
Now I get it, but I started using dynamesh with the resolution of 64 to get the shapes and only raised the resolution of the dynamesh, it's 280 now, this is wrong?
I would think you should save dynamesh until you're comfortable with the basics, but that's just my two cents. I personally usually only worry about dynamesh stuff if I need to add brand new shapes that the original form can't support, like pulling out a body after starting with a head.
One of the first rules when you're sculpting is to focus on the basic shapes with as low of a detail level as you need in order to achieve it. The basic sphere is in a good position to start shaping a skull, and you can stretch and squash it into the right general shape before you go on to do a more detailed level. So with the basic sphere, get it as close to the most simplified outline you can get for the references you're using, then hit Subdivide (or CTRL-D) to increase the subdivision level and bring it closer to the specific shape. The better you can follow this technique, the less weird deformations you should end up with.
You said you used two references that don't line up well -- did you do any manual adjustments to make them line up (make sure any scaling keeps both proportions the same), or look for better references?
Hmm ok, next time I will try to model a head without the dynamesh.
Initially I used one reference that I've found in theblueprint, but the front and side view were slightly misaligned (when I saw this it was later) then I started looking for real skulls on google image. The only adjustment to the first reference was to crop the views.
I used a little TrimDynamic only in the jaw, next time I'll try to polish more and use it in all of the sculpt! I'll make one head using the ref that switz posted here. Thanks for all the help guys
So guys, I used the reference provided by switz, not used dynamesh and subdiv only two times, what you guys think? I'll accept every critique and advice!
hmm those skulls are nice but I don't have any money. Well I'll search for some good ref in theblueprints and start sculpting the skull without dynamesh! thanks for the reply
Replies
Use reference points to get proportions correct http://www.the-blueprints.com/blueprints-depot/humans/humans/male-head-skull-muscle.GIF
@switz Thanks for the ref That's going straight to my pinterest.
One of the first rules when you're sculpting is to focus on the basic shapes with as low of a detail level as you need in order to achieve it. The basic sphere is in a good position to start shaping a skull, and you can stretch and squash it into the right general shape before you go on to do a more detailed level. So with the basic sphere, get it as close to the most simplified outline you can get for the references you're using, then hit Subdivide (or CTRL-D) to increase the subdivision level and bring it closer to the specific shape. The better you can follow this technique, the less weird deformations you should end up with.
You said you used two references that don't line up well -- did you do any manual adjustments to make them line up (make sure any scaling keeps both proportions the same), or look for better references?
Initially I used one reference that I've found in theblueprint, but the front and side view were slightly misaligned (when I saw this it was later) then I started looking for real skulls on google image. The only adjustment to the first reference was to crop the views.
I would love to have one of those, but this are not only $30 for me because I don't live in US. I really want a digital tablet first
And think of simple shapes. Or planes.
@Pyzern
Oh, that's really low
@Teriyake
Hmm nice, I'll try it!
So I did a new skull using dynamesh, I tried to make it simple. Active Points is 36,394; Dynamesh resolution is 136.
Ref used was(only the skull part): http://www.the-blueprints.com/blueprints-depot/humans/humans/male-head-skull-muscle.GIF
What do you guys think? Is it too high resolution yet? The anatomy is broken?