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Sin City, Marv bust sculpt

Hey guys,

I am posting this in university and I am trying to apply it to a personal project while, I have the time to do it. My questions are:

1Q: Can you give me a better method?
2Q: Is what I have uploaded correct?
3Q: would you like to see a full sculpt or a bust?

Note: I am fairly new to this so... Give me tips now and rip into me when the projects further along.

Replies

  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    What programs do you have?
  • Swanacas
    3ds max, maya, zbrush 4r6 motion builder.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    I would, if it's faster, dynamesh sculpt your forms, and make clean topology later.
  • Swanacas
    We are being taught that later on, in the next semester. I am trying to also get my base meshes better. would it be possible to message you if i need any tips/ help?
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Feel free to do so.

    We need clarification.

    Is this a homework assignment or a personal project?
  • AngryMindtricks
    JadeEyePanda's advice on building it through DynaMesh in ZBrush is true. However there's never really a right way to do things... just the faster way or th emore practical way... the way you;re doing it now isn't wrong at all so keep going with it... however some pointers on how you should setup your base mesh for sculpting...

    1. make sure all your polygons are evenly distributed before you import it into zbrush... since zbrush's general mechanics require you to subdivide your mesh... so if your topology is uneven some parts of your geometry will be really high-poly whilst other places aren't... so always make sure to do that...

    2. This comes down to personal preference but I tend to not model out the eyelids in too much detail early on if i'm going to sculpt... I tend to just do the eyes in the sculpting process altogether so maybe just close off the eye area and have a look into retoplogy tools in 3ds max or maya... saying you'll learn it later on in the semester isn't what I consider productive since these features have an incredibly huge advantage on this pipeline.. it's right there, take it! haha

    I tend to use Topogun for my personal projects but at work I've had to resort to 3ds max's graphite tools for this kind of stuff... but here's a tutorial that got me started :)

    [ame]https://www.youtube.com/watch?v=1WesceCDIz4[/ame]

    Good luck!
  • Swanacas
    JadeEyePanda - I would really say its 50/50 I am building on the criticism that i received from teachers so i though i would apply it to a personal project.

    AngryMindtricks - thanks for the tut, i will look into it. My only problem i seem to have is that i cannot seem to work out basic poly flow. with the concept i have ive tried to draw what the flow would be but failing hard on the eyes plus forehead area
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    If you're having trouble giduring out the loops, try what I do to simplify it.

    Work out ONE loop for each important area. Eye, Nose, Mouth, etc. Do not attempt to connect them until the very last moment. Just keep those islands separated until you figure out where you want to place the connections or 5-star points. There's no need to make everything contiguous immediately.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    You're going to want to reference this page:

    http://wiki.polycount.com/wiki/FaceTopology
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