Most of the time it is clay/trim/flatten brushes. Anyway it is very hard to tell how long because alot of time is wasted on designing on the run. On top of it I sculpt bit by bit spread over months/years. I often caught myself redesigning same sculpt like 3 times in a row so since then I switched to simply sculpting 10 sculpts at once, that way I don't feel the need to redesign constantly. I guess I get bored easily. If I had to estimate that chest bust was few days. Finalizing concept so it all flaws and fits nicely ain't easy.
Anyway textured that head. It is lazy zremesh/decimate + uv master so do not expect mesh and pretty UV mapping. Texturing was done properly in photoshop with some polypainting for skin/edges. Few hundred K triangles, few 2k maps, one 4k map. Screengrab from TB2.
Looks super dope, only crit is the material definitions. if you just tweak some gloss and spec/metalness values I think you could really have something amazing here.
Textures and sculpting really great! But I think you need to tweak your materials. Now it's hard to find difference between them. Leather and metal seems similar. Shoulder armor material looks like stone or ceramic.
Really nice work on that most recent work, texturing has really complimented the sculpt to make a really strong piece. Agree with the other guys about the material definition though. Good job, look forward to seeing more
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I'm not sure if I'm the only one getting a little too busy a read.
I guess some good lighting and textures can probably fix it though.
Finished another one:
Anyway textured that head. It is lazy zremesh/decimate + uv master so do not expect mesh and pretty UV mapping. Texturing was done properly in photoshop with some polypainting for skin/edges. Few hundred K triangles, few 2k maps, one 4k map. Screengrab from TB2.
But I think you need to tweak your materials. Now it's hard to find difference between them. Leather and metal seems similar. Shoulder armor material looks like stone or ceramic.
Good job, look forward to seeing more