Hey everyone so since its coming to the end of the year, and im getting close to graduating at my college i feel my portfolio is extremely lacking. so i want to completea character and id love as much help as possible along the way. ill post a few references now, and soon my start on the Sculpt of the body
just so anyone wants to correct me please do the pipeline im taking is;
Sculpt the body
Sculpt the Hands and head separate
fuse them
create the cloth
then armour
creating the LP
Baking
Texturing - Might Need help with that
im probably missing something so please shout out ^_^
Replies
Check this ref out.
Additionally, your forms are quite blobby, I'd suggest going back and refining on a lower subdiv. Keep it up.
Yours directly compared to the planes of the face ref
With notes
"Proper" red-line/what I would do differently + breakdown of how to apply the plane ref to your face shape here.
Mainly, I feel that a lot of the lumpy, undefined structure comes from you jumping ahead to a high dynamesh resolution or subdiv. Make sure you work the mesh as far as you possibly can at the lowest sub-div possible before re-dynameshing or subdividing.
Use reference as you sculpt, try to actually understand the forms, not just copy them.
Study this.
Without even going into full study mode on it, I can see there's already some good ref to help you understand the problems with your neck area and eye area, along with all the tips in the "Secrets" tab.
Good luck.
so after losing motivation for a while i finally touched a bit on this project and completed the hands to an okay state, hoping i went about this the right way to make a finger then duplicate it before dynameshing and then using Zremesher to get proper form before i used divide to get higher levels of detail
so i appended everything and hopefully positioned everything correctly to anatomy, i think i got the head in the correct position, but the fore arms may be a little too long, now should i Dynamesh everything together or merge, im not too sure and probably wont just yet until i know that its okay, and soon i might start the ear which im dreading. please i emphasise on constructive criticism, and what will need to be altered and changed since i am trying a realistic human.
This is gonna hurt, but you REALLY need to create you sculpt in planar forms before you even think of smoothing things out.
Replicate what BagelHero has. Seriously, just replicate it. We'll smooth things out later ONCE your have planes.
Long story short, if your foundation of your human anatomy is mushy and undefined, further detailing is just going to make it worse. Like a solid armature, a solid foundation will only make your life easier as detailing continues. We want smooth sailing, not frustration when you're 6 hours in.
Let's make sure you have your big forms in first, especially on your face and body, before we even touch upon "in reality, the cheeks are rounded." They are, but they follow a very specific form if broken down into basic shapes.
Put your palms facng down. I don't have a specific technical reason for it, but I have a feeling people's A-poses are at most neutral when your palms are facing down. Actually, try twisting your arms that way counter clockwise. You don't get much space after that.
Relaxes and at neutral pose as mucha s possible.
Side profile view, look at the silhouette of your sculpt compared to a real human woman. You're missing a couple of S and C curves. like pushing the abs forward more and having that insert and pinch as the leg C curve comes up into the pelvis. Butt needs to stick out more.
We want gestural flow happening, and right now it's a bit stiff. If it helps, exxaggerate a bit what you see in terms of the gesture.
Once again, compare SILHOUETTES and adjust accordingly.
http://www.gettyimages.com/detail/photo/full-body-profile-female-anatomy-high-res-stock-photography/91240108
This thing is essentially a diagram of planar forms. That's why I linked it earlier.
https://warosu.org/data/ic/img/0016/33/1390037480497.jpg
You probably do want to go back to a lower polycount before matching it, but you should match it. Understand the forms in that, how the brow ridge sits over the folds of the eyelids, how the cheek pone protrudes, etc. Right now you're working from a wonky base that has missing pieces and appears bloated, and it won't do you any good to keep chipping away at it. It's better to just start anew sometimes.
On another note, your hand looks pretty good. be careful of carving lines into a surface instead of describing volumes and form. Still a bit wobbly. Seriously, keep to the lowest sub division you can while shaping the piece, or you'll end up with 100 tiny lumps you cant smooth out.
If you feel modelling in maya suits you better, by all means do learn that. However; that will not necessarily fix the problems you're having. I find it easier to tell what the hell I'm doing when I can freely manipulate a mesh like I can in Zbrush, while polymodelling I feel like I'm running around blind when it comes down to things like the planes of the face. Still awesome to start with a base mesh, and model hard surface and stuff... but for reasons other than what you seem to want it to do for you.
I personally just start in Zbrush by immediately dynameshing a default sphere back down, so it's a low poly mesh. Usually like... 8-16 res. that, or starting with ZSpheres. I can still manipulate the points freely with the move tool, but I still have to think about what I'm doing, and the smooth tool stays relative to the size of the changes I'm making. So I make the best shape I can from that, and then dynamesh the resolution up a little or subdivide. I then start to define forms with heaps of reference, with only enough points to get a vague silhouette of all the features. So on so forth until I eventually have enough to start defining muscles and smaller forms, then move on from there to details.
Low poly mesh = Big structural changes and forms = smooth tool actually smoothing those details out.
Mid poly = smaller form definition, character and muscle definition, finalizing anatomy and forms = smoothing out medium-sized details.
High poly = surface details, veins, memory folds, wrinkles, scars, cleaning up etc = smooth brush no longer has effects on large forms, but has a small effect on medium forms and smooths out the details without destroying them.
Have you ever watched someone else sculpting in Zbrush?
as you said i am missing a lot from my sculpt, so i feel going out and learning more would benefit me
And do yourself a favour and watch people who are really amazing do their jobs. You might even pick up a few tips on how to combat issues you're having.
https://www.youtube.com/user/afisher3d/videos
https://www.youtube.com/channel/UCUt-YPLeIJ_yMjRoCL5ysAg/videos
https://www.youtube.com/watch?v=gOVIIpQlkcY
https://www.youtube.com/user/guhhh/videos
https://www.youtube.com/watch?v=N-MC6Lu-5dA
Lots of different people, with different workflows, some with in-depth breakdowns or tips, others just make for pleasant viewing. That second link there has some good tips for eyes.
Edit: And that sounds like a plan. I think learning all the separate pieces and getting to grips with the program before tackling a project like this is a great idea.