Here is day 2, really think I can push work more with lowest subdivision. So might end up doing 30 days on just 1st subdivison. Was looking at Frank Tzeng work and he manages to get likeness down with the same resolution that is here.
Day 5 sculpt I hoping to do catch up tomorrow night for the other days. I have decide to give @brian "panda" choi suggestion ago for this day sculpt which is keep the sculpt in just the 1st subdivision and how far I can push it with the forms to not wondering about the hair. I run out of time for adding a small bit more to the ears. But I definitely was able to focus more on the overall forms and shapes in the end.
Ps. look at it again now I see that from the side view I should have push the skull and neck in a bit more for
I like this. She keeps it faceted and still nails the forms. Y don't more people do this?
Good point Brian!
@pangaea and @ruebenDodds it is actually quite a good idea to follow Brians suggestion. Not dividing the mesh will force you to learn to see the more primary forms and to try to replicate them. One thing I would like to say though is that when you think you've gotten to a good general point, you would need to start going off symmetry in order to get it more alike.
@Elithenia I seem to be not fast enough to get to the stage that I should be turning off symmetry. I guess I'm only on day 3.
Well, here is day 3.
Found it very hard to get down a female feel to this. Its there, but not so obvious. Not that used to looking at West African female faces.
Also, started to try and break down the images before doing the sculpt, but not sure if this defeats the point of doing the challenge.
Trying to also understand skull underneath, this is just a few observation that I think might be correct. West African Female skulls have a larger orbit and nasal cavity. The larger orbit tends to round out the face more. So at the outer top orbit (supraorbital margin) of the eye it should be more round and smooth and not like a western female. Also, the jawline is different so you need to move it up and back rounding out the face again.
What I did notice is that there is no bumps over the eye(supraorbital margin), which is confusing as a lot of people have been sculpting that bit bumpy, which from looking at skulls should be flat unless your a male. Also, female forehead tend to also be flat plane, but it curves back more in african females.
good observations @pangaea I'm sure they will help you seeing the primary forms I would have a look at the planes of the face as well if you want to have a general knowledge of how it is layed out. Although I would recommend to always have your eyes darting back and forth from the reference to your model. To see the differences of angles etc. Always rotate your model. But don't spend too much time looking at the model at any one time, but go between them.
Day 5 using day 7 references. I feel like i'm improving a lot, but probably it's just a feeling... I would like to use fibermesh for the next one. Keep on doing guys
will likely be my first and last for this challenge.
Mostly due to a few annoyances.
first of all i have never been a big fan of doing the most in the lowest possible subdiv. i dunno i switch up and down as needed. So out of habit about i switched up once more to work on some stuff. but i deleted that subdiv again. But yeah. If it was for me, i would go up as high as i feel i need and use all the levels to achieve my goal. but thats totally anpersonal thing
secondly, the basemesh, or rather the baseshape. It's horrible, it is too defined. it is in many areas just wrong. it is sloppy, And in total more an obstruction than a helper. personally i think a basemesh should make creating more heads out of it simpler, not harder. Really i feel like starting from a sphere using dynamesh would be a better task. At least there the proportions would be something completely else. So yeah one wastes a lot of time getting rid of whats already there instead of focussing on the task.
So here is my result, i would do more. but the limit of one hour is set, the rules are here. And while i do not like them. I followed them
I feel like maybe i was unclear about the subdivision rule. You can hit Ctrl + D once. you're not forced to work in the subdivision the mesh comes in, you can go one step above it.
So I also started to study some of Asaro head like Elithenia suggest and looking more at the angles. @Elithenia thanks it sort of helped a bit.
So here day 4
I did some more breaking down on face
I found the skull shape of the guy really interesting. Not sure if his skull shape is different I.e. it seems to be more flatter at the back and flatter on top or I'm not seeing the skull correctly. It does not help that the camera perspective seems weird at the front. He is facing slighty to the side and up I think.
I also notice that he conforms to Asaro head even through he has a lot of fat on his face. So I feel maybe that suggest it important to study the planes, which on first look seems to be a waste of time as you want to sculpt real humans. Michael Hampton seems to have a really good style of drawing heads, so will study how he does it on Saturday. Looking for a way of drawing that will translate well into being able to sculpt, Michael Hampton seems good.
27 mins (after some time spent editing the basemesh to remove eye sockets and the mouth slit, not counting that of course)
1
(btw, probably not going to stick to the rule of always following photo refs on my end, just tagging along as a cool exercise to do from time to time. Might still do a couple of ref-based ones though !)
hi everyone! Nice initiative @Elithenia! Doing the work is the only way to improve and this type of challenge helps to have constancy. I'm a bit late but I will recover the 7 heads after you guys completing the 30 days"... step by step So here I am: Head 8 Day 1 for me.
Ops!! and the credit go to .. @almighty_gir (it seems like the academy awards 2017) The rest of us who join to the party take credit for the support Sorry for the misunderstanding!
No worries. I guess it is an easy mistake though since I've posted most of the photos of the last few days However I will have to wait until tomorrow to update today's sculpt :S
finally done catching up. not very happy with my day 9, I think I got close to a generic female asian face but I didn't manage to capture the subtleties of this individual.
Welcome @pior , @cician08 and @bob3636 to the threads. While I still catching up on the other days so here is the result of days 7 heads sculpt. I will be trying the new basemesh for day 8 and day 9 sculpt for myself. Great work so far everyone.
@pior that a cool rendering image of day 9 sculpt. Is that a normal map filter of the whole image or did you apply the normal material on each sculpt then did a screenshot of the viewport? Just wondering that all.
Heya @ruebenDodds - that's just a screen normals render effect - you can get that in realtime pretty much everywhere (Zbrush "matcaps", Mudbox "litspheres" in my case, some simple shaders in Max/Maya/Blender, and so on).
Replies
A bit confused on eye placement and size of eyes.
Also, here is the video timelapse, hope you like it: https://www.youtube.com/watch?v=Sgn7ufhdgL0&feature=youtu.be
Ps. look at it again now I see that from the side view I should have push the skull and neck in a bit more for
@pangaea and @ruebenDodds it is actually quite a good idea to follow Brians suggestion. Not dividing the mesh will force you to learn to see the more primary forms and to try to replicate them.
One thing I would like to say though is that when you think you've gotten to a good general point, you would need to start going off symmetry in order to get it more alike.
The yellow material.
day 5:
Not particularly happy with this one. Too tired to focus properly
@stororokw if you mean this one, it is Hazardous skin material
Well, here is day 3.
Found it very hard to get down a female feel to this. Its there, but not so obvious. Not that used to looking at West African female faces.
Also, started to try and break down the images before doing the sculpt, but not sure if this defeats the point of doing the challenge.
Trying to also understand skull underneath, this is just a few observation that I think might be correct. West African Female skulls have a larger orbit and nasal cavity. The larger orbit tends to round out the face more. So at the outer top orbit (supraorbital margin) of the eye it should be more round and smooth and not like a western female. Also, the jawline is different so you need to move it up and back rounding out the face again.
What I did notice is that there is no bumps over the eye(supraorbital margin), which is confusing as a lot of people have been sculpting that bit bumpy, which from looking at skulls should be flat unless your a male. Also, female forehead tend to also be flat plane, but it curves back more in african females.
I would have a look at the planes of the face as well if you want to have a general knowledge of how it is layed out.
Although I would recommend to always have your eyes darting back and forth from the reference to your model. To see the differences of angles etc. Always rotate your model.
But don't spend too much time looking at the model at any one time, but go between them.
I would like to use fibermesh for the next one. Keep on doing guys
Here is my Day model number, I don't know
will likely be my first and last for this challenge.
Mostly due to a few annoyances.
first of all i have never been a big fan of doing the most in the lowest possible subdiv. i dunno i switch up and down as needed. So out of habit about i switched up once more to work on some stuff. but i deleted that subdiv again. But yeah. If it was for me, i would go up as high as i feel i need and use all the levels to achieve my goal. but thats totally anpersonal thing
secondly, the basemesh, or rather the baseshape. It's horrible, it is too defined. it is in many areas just wrong. it is sloppy, And in total more an obstruction than a helper. personally i think a basemesh should make creating more heads out of it simpler, not harder. Really i feel like starting from a sphere using dynamesh would be a better task. At least there the proportions would be something completely else. So yeah one wastes a lot of time getting rid of whats already there instead of focussing on the task.
So here is my result, i would do more. but the limit of one hour is set, the rules are here. And while i do not like them. I followed them
https://youtu.be/z4RxLPuPSE0
The material on day 3 and 8.
Day 6
@Elithenia Awesome job so far. I don't know how you can nail the likeness each time with only 1 hour.
Thank you very much! Still have a lot to learn and improve on. Onwards to the next sculpt!
So here day 4
I did some more breaking down on face
I found the skull shape of the guy really interesting. Not sure if his skull shape is different I.e. it seems to be more flatter at the back and flatter on top or I'm not seeing the skull correctly. It does not help that the camera perspective seems weird at the front. He is facing slighty to the side and up I think.
I also notice that he conforms to Asaro head even through he has a lot of fat on his face. So I feel maybe that suggest it important to study the planes, which on first look seems to be a waste of time as you want to sculpt real humans. Michael Hampton seems to have a really good style of drawing heads, so will study how he does it on Saturday. Looking for a way of drawing that will translate well into being able to sculpt, Michael Hampton seems good.
1
(btw, probably not going to stick to the rule of always following photo refs on my end, just tagging along as a cool exercise to do from time to time. Might still do a couple of ref-based ones though !)
Thank you Pior!
Nice initiative @Elithenia! Doing the work is the only way to improve and this type of challenge helps to have constancy.
I'm a bit late but I will recover the 7 heads after you guys completing the 30 days"... step by step
So here I am: Head 8 Day 1 for me.
Welcome to the party!
The rest of us who join to the party take credit for the support Sorry for the misunderstanding!
However I will have to wait until tomorrow to update today's sculpt :S
Thanks.
Day 7: I think I accidentally turned on dynamic subdiv when taking the screenshot. Too lazy to retake it.
35 mins
Late I added a base for the hair just to have some likeness I lost sight of something..
edit/ I was with one subdiv lvl too high.
I need to practice moar