Hey guys I just saw your comments. by the time I had seen it Ialready moved on to the poly paint and such, but I went ahead and took some steps back and made the changes you were talking about Emar. What do y'all think?
As tempting as it may be to paint and embellish your mesh, I can't stress how important it is to work slowly and carefully. To be perfectly honest, I really think it would be more beneficial to learning if you did a generic human bust instead of a tattered meth head bust (as fun as it may be, haha).
Check out www.anatomy4sculptors.com, they have some pretty good free resources for general human anatomy. Good luck!
I'm definetly going to do a generic bust after this. I've just learned so much from this little thing so far, it'd be a shame if I just stopped now. I'll take it as far as I can, then chock it up to burned and learned. Otherwise,
Thanks Clusterone for that website, its been bookmarked.
Stirls i'm not too sure what you mean by wobbly. Whenever you're not too busy could you point it out to me?
Otherwise thanks to everyone so far. Y'all are great
You know what, Stirls, after looking through some of these blockouts on the anatomy site that clusterone linked I think I understand what you're saying.
Is it like my strokes arent deliberate enough?
Right now the head seems mushy with very little bone structure influence underneath it. I would defintiely revisit the block out and focus on the larger mass of the head and dont worry about wrinkles and details until much later.
Yeah, in a sense. I used to have the same sort of problem as you. I started refining things too early. You've gotta start with the planes first, man. Preferrably at a low-res stage. Progressively build up resolution as you want to add more and more detail.
It's also helpful you define certain points on the head. Landmarks, if you will. So you have some sense of proportion. I always start with the "frame" of the orbital surface and then build outward from there. Eyes to cheek-bones, to ears, etc.
Perhaps try skulpting a skull first? Just to wrap your head (hah) around how the human head should look.
I always have this one handy just in case I come upon a bit of artist-block.
ok! I went ahead and attempted some skull practice? HOw close are these shapes? I stayed FAR AWAY from details , I just wanted to make these shapes clear. Whatsup?
Your skull is blobby and you're missing some key forms.
I'd suggest keeping at a lower subdiv, looks like you're going too high too fast and getting distracted from base forms, even when you're trying not to.
Go back and compare your mandible to some refs; it's the wrong shape and missing something from both the front and side views. The cheek bone's a little weird, too.
Keep it up, try to do as much as you can at a low point count before subdividing.
Ok so decided to put the muscle on the skull so i can really feel what a human head is like. I'm throwing in the big shapes, does this look right so far? or?
Replies
I think a solid skull study from good reference would help you a lot. I suggest this especially looking around the forehead and eye region.
Good luck!
EmAr did a great job explaining all the main mistakes.
Keep going dude !
Follow that paintover, and look up some more referneces. Good luck there.
Check out www.anatomy4sculptors.com, they have some pretty good free resources for general human anatomy. Good luck!
Thanks Clusterone for that website, its been bookmarked.
Stirls i'm not too sure what you mean by wobbly. Whenever you're not too busy could you point it out to me?
Otherwise thanks to everyone so far. Y'all are great
Is it like my strokes arent deliberate enough?
It's also helpful you define certain points on the head. Landmarks, if you will. So you have some sense of proportion. I always start with the "frame" of the orbital surface and then build outward from there. Eyes to cheek-bones, to ears, etc.
Perhaps try skulpting a skull first? Just to wrap your head (hah) around how the human head should look.
I always have this one handy just in case I come upon a bit of artist-block.
ok! I went ahead and attempted some skull practice? HOw close are these shapes? I stayed FAR AWAY from details , I just wanted to make these shapes clear. Whatsup?
I'd suggest keeping at a lower subdiv, looks like you're going too high too fast and getting distracted from base forms, even when you're trying not to.
Go back and compare your mandible to some refs; it's the wrong shape and missing something from both the front and side views. The cheek bone's a little weird, too.
Keep it up, try to do as much as you can at a low point count before subdividing.
Ok what do you think about this? I think the back of the head is too big, but I want to make sure i'm not the only one that thinks that.
Ok so decided to put the muscle on the skull so i can really feel what a human head is like. I'm throwing in the big shapes, does this look right so far? or?