Home 3D Art Showcase & Critiques

Critique Me Please!

polycounter lvl 4
Offline / Send Message
ChrisTheArtist polycounter lvl 4
Ok so for about a while now no one but my teacher has really seen some of my works but want I want are some real critiquing from some professionals and amateur artists who will be flat out honest and show me what I could work on. For the most part I'm irritable about a character artist sense it's so high demanding and what not  and I know I shouldn't really get to me and do my own thing at my own past. I can't fully learn from online sources because that's the kind of learner I am but thank God I go to school for this kind for this kind of thing and I still have 2 more years of school so that It can really stick to me. Anyway please tell me what you guys think of the head that I've been working one from a tutorial on Udemy.

Follow me more on artstation
https://www.artstation.com/christhecreator



Replies

  • Brian "Panda" Choi
    Offline / Send Message
    Brian "Panda" Choi high dynamic range
    Stop using the Brink concept art.

    Study from a real master source.  You're not ready to solidly interpret something subtly stylized like Brink.

    I personally recommend recreating the Asaro Planar head.  There's a free ZTL file afisher has provided somewhere on Polycount/ZbrushCentral.  Learn how to create real heads with figure drawing principles in mind.

    Your portfolio: are any of those pieces rendered in a real-time renderer or a game engine?
  • Gail_Blitzy
    Offline / Send Message
    Gail_Blitzy polycounter lvl 8
    I am afraid I will have to agree with Brian - using a stylised concept can be tough when you are still learning. What often happens is that you pick up mistakes in the concept artists work that results is a funny looking model.

    Even If a more stylised look is what you are after, it is worth at least trying to scuplt an anatomically correct head at least once. You will learn loads and it may help you figure out what's going wrong with the sculpt you've posted here. I would give myself a week to do it (30-ish hours). I can understand finding internet learning difficult, there is a LOT to dig through and difficult to know which one is applicable, you just gotta be persistent.

    PS - in my limited experience, it's persistence that has been my most valuable skill. A lot of people see the metaphorical mountain and just give up. Simply keeping at it and still learning and improving years down the line can gain you a lot of respect.
  • Stefmon
    Offline / Send Message
    Stefmon polycounter lvl 8
    Anatomyyyy is the way to go. Regardless of the characters you want to make, learning anatomy and practising it in drawing or sculpting will help you understand forms in 3d, how the body works and get you practicing sculpting in the meantime. I always recommend the same 3 books for beginners (at the bottom) and working from photos and real world reference is also good. Practicing individual body parts also helps with understanding individual areas of anatomy, as doing a whole character every time you want to try something out can be unproductive.
    Detailed stylisation almost always references reality in some way.

    For this model in particular, I would say to keep spinning around it and looking at all angles and moving those cheek's further backwards into the jaw. I'll echo Brian though, and recommend not using painterly concepts yet. Real life, anatomy books and sculpture might be more helpful!

    Below are the book links and some useful channels. 
    Book1 Book2 Book3 
    Zbrush playlists (1) (2) (3) (4) (5)
    These are just my recommendations though and there's lots of useful stuff out there!

    Just keep going :smiley:
    Good luck!
  • Brian "Panda" Choi
    Offline / Send Message
    Brian "Panda" Choi high dynamic range
    Also don't do drugs.

    It's expensive.
  • ChrisTheArtist
    Offline / Send Message
    ChrisTheArtist polycounter lvl 4
    Thank You all for your comments and links to some very beneficial stuff
Sign In or Register to comment.