Not all of us can be as artistically inclined as some on this site. It would be nice if I could take a cube, apply a multi-resolution modifier in Blender, and crank out a masterpiece. But I just can't...and I know there's quite a few others out there that suffer the same disfunction
I've created a walk-through of the process I use to create a realistic looking model for the new movie series I'm working on, Earth: Primeval. I know I can't make it look perfect, but I also know that I want realistic results or it's just not worth the time and effort.
The first 9 parts are now complete, and the end-result of each step is detailed below. We have now completed the 'body' portion of this series, along with adding a new, posable topology to her head and face. Next up, we'll be adding skin texture and modeling her armor, weapons, and equipment. I hope you take the time to see how I do it, and welcome any input or insight you may have.
Step 9 - Refining Head and Face
http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt-9
Step 8 - Head and Face - Retopology
http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt-8
Step 7 - Redefining Lower Body, Legs, and Feet
http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt-7
Step 6 - Redefining Chest, Abdomen, and Back
http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt-6
Step 5 - Redefining Shoulders, Arms, and Hands
http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt5
Step 4 - Retopology - Creating a Usable Base Mesh
http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt-4
Step 3 - Using Dynamic Topology to Sculpt a Base Model
http://www.earthprimeval.com/blog/concept-to-reality-making-of-london-fischer-pt-3
Step 2 - Use Skin Modifier to Generate Skeletal Structure
http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt-2
Step 1 - Series Introduction
http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt-1
Replies
It might be better if you kept additional updates collated into one thread instead of several for this film.
I think one thing I would say, is that it would probably be better for you to take on board some critique for your character model before preaching it as a tutorial. I fully respect your desire to help people out, but I can see some glaring issues with the construction of your model, pinches, anatomical issues etc that really undermine the quality of your teaching. My advice would've been to post your model up independently of the tutorial, get some feedback, make it perfect, then break it down.
Anyway, take that with a pinch of salt, I appreciate the sentiment, but bad advice is worse than no advice.
Scott.
It's not a dysfunction. It's a matter of practice and focused training. You'll never be able to just subdiv a cube and have something incredible, but neither will the masters at this. They've just got the knowledge down already so the base steps just come to them quicker, aside from general predisposition there's nothing else to it.
Also, +1 to Scott and Brian.
http://blenderartists.org/forum/showthread.php?193068-Unlimeted-Clay-models-Aleksaurio
Indeed, he took a single cube and made some pretty amazing 3d art. The idea behind my series is...I know I can never do that, even with a lot of practice. Regardless of experience and training, there's a certain level of artistry required to create something that truly captures the attention and detail that makes people take notice.
I know my limitations, and worked hard to find a way of producing something that I could be proud of, even without that innate artistic ability...so I assure you, 'preachy' is the last thing that I mean to portray.
I'm sure the gentleman referenced above would have no use for the method I've come up with...but if there's someone else out there that struggled like me, had a creative idea but lacked the means to execute it, then just maybe they'll learn something different or realize that just because something starts out looking like a 'high school Play Doh model', it can't end up looking like something they can be proud of.
And sorry for starting a second thread...when I posted the first one, I didn't feel I conveyed the message I wanted about why I'm creating this series and who the target audience was.
The series itself is on step 2 of about 20, so I'm well aware how 'unrefined' it looks right now, but I appreciate your observations, and of course would accept any criticism.
When I say it's just a matter of practice, I'm serious.
A lot of sculptors start with highly subdiv'd spheres. Taking a highly subdivided whatever and noodling forms out of it is hardly impressive. We can all do that (and anyone who's DLd Sculptris, played with Blender or purchased Zbrush or Mudbox already has). The idea of using regularly poly-modeled human bases isn't new, either. Lots of people use them to speed up their workflow, even if for personal sketches they still use cubes or spheres.
Moreover, you are actually entirely capable of that and yes, you could achieve the level of quality in that guys' thread via practicing. You are capable, and the only thing stopping you is the attitude that you can't (and potentially other commitments if you've no intention of ever taking your art to a place where it's marketable). It's poisonous, and will make you settle for less than what you can actually do.
I think anyone who's hung out around Polycount (or any other art forum, honestly) for long enough has seen an amateur grow into a professional by just sticking to it and developing their sense of form, anatomy and aesthetic. And trust me, many of them have had a much worse starting point than you in this area. Like... much worse.
This isn't even all bad, it's just coming off as odd here, I think, because you're presenting this as a tutorial to people here who already know the basics (read as: actual industry professionals who do character art as a living) instead of asking what you could do to improve or just casually posting your progress, which is just what a lot of people here do, and what people expect of this section.
As for this piece in particular, it's certainly not a matter of it being "unrefined". Your details, actually, are pretty decent from what I can see. But your basic forms are just not there to support that-- muscles in the wrong places, proportions incorrect, unappealing stiff forms, uncanny face... These are all things that get better with focused practice and feedback. And also, all things you could go back and revise.
To get this, a lot of other people have threads where they post their art and people can reply to those updates directly, suggesting changes and helping along as the piece progresses. You might want to do something like that until you have an awesome model-- that's what Scott was suggesting you do.
This is as opposed to posting something that's pretty far down the track and that you're attached to and proud of, only to have people storm in and tell you it's not all that great after all. Because that sucks (we've all done it before though, at some point).
I have a terrible habit of writing novels, sorry if I came across as anything but a little concerned and trying to help. I really believe that people who can't learn art are the extreme exception, and most regular schmoes are entirely capable. It's just hard. But you're already showing yourself to be more than a schmoe, so why couldn't you reach that level of artistry? It's just knowledge, and anyone can learn it (there's no blood test to get in!), so I say go for it rather than handicapping yourself preemptively.
Other than that long as heck post, until you post front and side refs or start a progress thread or whatever, there's nothing concrete and technical I can tell you to work on. so take this instead.
https://www.anatomy4sculptors.com/anatomy.php
There are lots of easy to remember measurements, tips and tricks as opposed to vague artistic terms. Maybe that will help you into the future, if you can apply yourself. I especially recommend checking all the tabs in every section, I've always found "blockouts" and "secrets" to be the most useful.
:thumbup:
At any rate, the 'raw' sculpting process was so I could lay the ground word for the step I'm on now...retopology. The black model above is where I'm at after applying an actual topology to the base sculpted mesh.
The next step should be completed soon, I would definitely welcome any insight you have once I create a real working mesh and have something a little more concrete to demonstrate
View Part 4 of our series here:
http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt-4
I think my initial concept art may have lead to some confusion. It was pretty stylized, and I think that may have been the focus of a few comments I've received, both personally and via this post...so I removed it to avoid further confusion.
As to the series, part 5 is completed...defining the Shoulders, Arms, and Hands. I'm pleased with the progress so far and hope it's of help to someone that's working on a similar project.
http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt5
http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt-6
I'll be moving onto the Face and Head in the next step, then onto modeling her armor, equipment, and weapons.
Check out our project at www.earthprimeval.com
And click here to start over from the beginning of our series.
Her deltoids feel extremely rounded for an anatomically accurate model. There should be slight planar changes on the surface.
Topology I'm assuming you're being super detailed with.
Look, as I said previously, nothing is wrong with your detailing and your topology is good etc-- but you're iterating on top of these flawed base forms. If you had spent more time then, you would have a better product right now.
This is dodgy, I snuck it in at work and most of it's the liquefy tool but hopefully it gets the point across. Your side view is the bit that I changed most dramatically.
I hope this can help you.
Remember to use lots of ref that isn't just your model.
eg, https://www.anatomy4sculptors.com/anatomy.php
https://www.pinterest.com/characterdesigh/
http://media.creativebloq.futurecdn.net/sites/creativebloq.com/files/images/2014/03/female1.jpg
http://media.creativebloq.futurecdn.net/sites/creativebloq.com/files/images/2014/07/torso8.jpg
With regard to her leg muscles, I envision this character as having a 'gymnast' build. Using several reference photos of leg musculature, I tried to emulate as close as possible. I did straighten the hamstring slightly, and gave a little more depth to her quads, all while keeping the overall leg 'strength' intact.
I believe I might rework the back. My initial topology started to mirror that musculature, but it evened out as I went up the back and lost some of that definition.
Thanks again for the advice...it's much-appreciated
http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt-8
Brought out detail in the mouth, nose, and eyes, as well as tweaking the form of the ear slightly. The eyes, eyebrows, and eyelashes are just placeholders to help frame the features.
Step 9 should be finished soon...then, on to texturing!
Going back to my reference images to see if I can make a few subtle adjustments. Thanks for the feedback! Sometimes you stare at something so long you don't notice the inconsistencies
http://www.earthprimeval.com/blog/concept-to-reality-the-making-of-london-fischer-pt-9