most recent update:
final portrait, I think?!
Hi all,
Trying to refine my freehand likeness sculpting skills. Referencing Georges St. Pierre for this one because he's got some pretty cool asymmetrical stuff going on. The end goal is to get the realistic likeness as close as possible, develop fine skin detail techniques, finalize with beauty render.
Here's my reference sheet:
And my WIP 01:
Refining some more before moving on to tertiary level stuff.
Would love some critiques, because I feel like the likeness isn't quite there yet.
Thanks!
Replies
GSP has quite pronounced masseter muscles. Your model doesn't reflect this.
The temporal ridge is way too sharp and it just shoots back at an angle rather than an arc.
The temporalis muscle is absent.
There is a weird lump that you've sculpted up from the zygomatic onto the area where the temporalis isn't
The skull angles back sharply above the forehead rather than arcs.
The ears seem too far back.
The skull from front seems too wide. This is probably because your main ref image has a distorted perspective. It is much wider in this ref in comparison to all the others. I find that setting ZB's perspective to 30 is good when working from photo-refs.
Keep at it. You're doing well.
@musashidan Thanks! Lots of valid points there. I was definitely having some trouble with the zygomatic and temporalis area. He's got a really weird exaggerated protrusion there and it's hard to see where it starts and stops.
I actually have been using ZB's perspective at 30, but choosing the right photos to reference is something I still have to work on.
WIP 02 - tried to fix some of the problems from critiques, and started adding skin irregularities:
Once this part looks good and done, I'll move on to more micro level details.
Here's update 03. Tried to fix some of the mentioned things, and also started tertiary detailing and skin pore work. It's a little extreme at the moment, but every time I do a test render with SSS, it softens a ton of that detail. Can't tell if I'm moving further away from the likeness or not.
Starting texture pass. Screengrab in ZBrush for now.
And you're right about exaggerating the tertiary details. SSS definitely softens a lot of it.
And..shader test! I think I'm feeling happier with the likeness. Still quite a bit more work to do before it's ready for any sort of final render. Would love to hear thoughts.
Where did you render this ?
Thank you! This is in Arnold Render.
Looking really nice! Eye shader needs work, but I guess you did not even touch it
@Jackub
Thanks! At the moment, I'm using a specific painted spec, displacement, diffuse and a single sss map. Once I start refining the shader and finishing the sculpt I'm sure I'll end up using multiple SSS maps, but for now these maps are much quicker and sufficient enough for prelim testing purposes.
I haven't touched the eye yet at all, as you mentioned ha. It's actually just a super basic shader at the moment.
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Quick update! Started a body, as I think I'd like to go the full distance with this one. Got the base down, and started asymmetry etc. but anatomy needs a bit of work still before I move on to detailing. Haven't touched the hands or feet yet.
the spec map is still pretty awful at the moment
Some more work on the portrait
Let me know if it can be improved anywhere
How is this for head uvs? What can I do better?
Here's an update.
Untextured render
wireframe
Anyway, unless any has any major critiques, I think the bust is done for now! May continue working on the full body.
Here's my final updated renders of the portrait. I think they are less muddy than my original renders.
Essentially, I started off with some very subtle surface noise, just to break up the surface of the skin in big patches.
Then I started pores. Basic zbrush alphas, as well as photo sourcing.
Then I added on the bigger details on top, more specific to this specific sculpt (followed specific acne patterns, pimples in similar places, scars in the same places as reference, stuble, etc.)
And vwalaa! That's the general process I usually go through for something like this. Like I said though, I'm going to do a more detailed right up hopefully soonish. Hope that helps!