Here is some work in progress. Im pretty new to sculpting, usually i make my base model in 3ds max and then add a few details in mudbox. This time im trying to learn sculpting from ground up entirely in mudbox. This is probably 2 hours of work, im not realy using reference material (although i probably should). Some feedback is welcome. I will update this thread as i progress.
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I want to tell you right now, it's totally fine to have seperate meshes intersecting and floating on top of each other. The head can be separate from the helmet, can be separate from the plume, can be separate from the eyes, etc.
If you want, and to make it look way better, go back in and make separate meshes.
And use reference materials, real and game ones. I recommend looking into Ryse for game character art reference for Roman Soldiers.
Alright thanks. Ill follow up on that advice!
Lmaooooooo
But really slow down and learn more about modeling and the toolsets as well as workflows and youll avoid a lot of these problems. To be honest it looks horrible because youre going about it totally wrong. If you slowed down and learned morr about 3d and did a few tutorials and maybe some facial anatomy tututorials and then went about doing this it would look 1000 times better. Untill then trying to do this all in mudbox is just going to waste your time and even if you do get it made but you took forever and did a bunch of hacky stuff to get it half decent then ultimatly all youd have learned is what not to do and what is bad in a production environment.
Still, regardless, knowing this model is absolutly useless. Compare this to my first character model which took me an entire week...this one is made in one night. Atleast i made some progress...even though my workflow is messed up and wrong. Anyhow, my brother who works in the industry as a modeler gave me some nice guidelines and tutorials...so i know what ill be doing the coming weeks... (Stopping this thread now, wont be updating this model anymore)
My first model char model :
Next time, try working in separate pieces. You're trying to get too much out of your sculpt here and are diving into details way too quickly. For example, have the face, helmet and armor as different tools. Model the helmet out using hard surface techniques and contrast that with organic sculpture in your face. Right now, you're trying to do everything at once and it's leading into blobby information.