Way too high subdiv too early there. Probably want to lower the z intensity as well. And more ref.
Agreed. Unless you know what you're doing(anatomy-wise) and are completely comfortable controlling the brushes, you should avoid jumping up the levels before you have the basic bony landmarks/proportions/forms/silhouette established; as this inevitably ends up with classic beginner result of mushy, lumpy forms. You should be getting all of the above in place on as low-poly a mesh as you can.
My own personal rule when sculpting(or even modeling hard-surface) is: only add geo when and if you need it when you can't get the required forms with the geo you have.
Most of the time when sculpting characters/creatures I'll be sub-100K for 90% of the entire sculpt.
Also, using refs is essential, and can't be stressed enough. That way the more you will build your anatomical 'muscle-memory', as you sculpt, and the better you'll progress as this stuff eventually becomes knowledge that you can instinctively draw upon the more you practice sculpting.
Thanks for the advice, everyone! Def.
agree that more reference helps. Some questions/comments:
·
You using basemesh or dynamesh, btw
?
Started with a base mesh and Dynameshed
it
· Probably want to lower the z
intensity as well
For sure, so basically more subtle detail?
·
Is that a mid-weight wrestler ?
I wanted to try an average weight
character that is semi-fit.
Regarding subdivisions: I started
with a really low resolution Dynamesh and started working my way up a little
higher each time I felt more detail couldn’t be added. Is there a better way to
approach this? I always seem to get the feedback that my mesh is mushy so I was hoping I did it right this time, lol.
Replies
You using basemesh or dynamesh, btw ?
Also, we could help more if we know what kind of character is that. mid-weight wrestler ?
More ref here - https://www.pinterest.com/PyrZern/anatomy-overview/
My own personal rule when sculpting(or even modeling hard-surface) is: only add geo when and if you need it when you can't get the required forms with the geo you have.
Most of the time when sculpting characters/creatures I'll be sub-100K for 90% of the entire sculpt.
Also, using refs is essential, and can't be stressed enough. That way the more you will build your anatomical 'muscle-memory', as you sculpt, and the better you'll progress as this stuff eventually becomes knowledge that you can instinctively draw upon the more you practice sculpting.
Thanks for the advice, everyone! Def. agree that more reference helps. Some questions/comments:
· You using basemesh or dynamesh, btw ?
Started with a base mesh and Dynameshed it
· Probably want to lower the z intensity as well
For sure, so basically more subtle detail?
· Is that a mid-weight wrestler ?
I wanted to try an average weight character that is semi-fit.
Regarding subdivisions: I started with a really low resolution Dynamesh and started working my way up a little higher each time I felt more detail couldn’t be added. Is there a better way to approach this? I always seem to get the feedback that my mesh is mushy so I was hoping I did it right this time, lol.