Hello! I am a new member and I wanted to start a sketchbook thread in order to get feedback on my work.
This is my most recent sculpt:
For the body, I used images of
Inca mummies and
Otzi the iceman, and for the face I used sculpts like
this,
this and
this as reference without trying to copy any one piece directly. I am not entirely satisfied with the current direction this sculpt is heading, and I wanted to get feedback before I moved too much farther.
Replies
For this sculpt I used this photograph as my main reference.
Here is another recent sculpt I made for an Artstation contest:
I did not use any photographs or major reference images when sculpting this face (as it was intended to be painted over later), but I feel it is important to include for critique purposes as it is the only sculpt I've textured.
All these sculpts are created and rendered in zBrush, unless otherwise noted.
So, for September I've decided to create a character in order to build my portfolio and teach myself Substance painter. After looking at countless troll/ogre sculpts, I've decided to make a female one to stand out a little. Here's a quick Zbrush render of my current work (with a female basemesh included for size/proportion comparison). I've begun by blocking in the muscle and proportions while maintaining accuracy and realism.
Once I've reached a point where I think the base sculpt is ready, I'll move this character's progress over to the 3D Artwork section.
Here is today's improvement over yesterday's sculpt. I decided to focus on better mapping out the muscle forms in order to make sure I had enough mass & definition for the final model. I hope to finish the muscle blockout and add in skin & fat layers by the end of the week so I can move on to the face and detail modeling.
It's probably too early to do at this current stage, but following through with it was a good learning experience.
In a similar vein, I've also began to work on the character's overall costume. Since this character is supposed to be a cross between the classic sword-and-sorcery style heroine and a God of War-style giant, she's not going to wear much. Therefore, it was important to iterate as much as possible on the few things she will wear:
I hope to finish her costume blockout over the next few days.
Here is a quick Marmoset render:
Additional render with wireframe (~1,600 triangles):
These last week I've been working my way through learning zModeler and how to lay out cleaner geometry for Zbrush.
I've remodeled a lot of my initial blockout in order to get better topology, but I feel like progress has been good. I threw on some test colors to make sure the design was balanced. I will most likely do another color pass once the final topology is in place.
I think I'm doing some of my modeling inefficiently. I'll try to avoid that while refining the other parts of this character.
I've also began adding more little details like these supplies to better ground the character in reality.
I figured out how to create bandages/wrappings in zBrush so I've began blocking those out for the final hipoly model. I also used some of the feeback on my last weapon to create a new flail weapon as a prop for my final scene.
I also began another character project to take advantage of this. I'm trying to decide on whether I should my previous character's armor to better utilize this sort of lamellar armor or if I should work on this new character instead.
I'm moving back and forth between my new character and my old one to make sure armor pieces and props scale correctly between the two. Here is a quick mockup of the scale difference between the two.
Further refining the basemesh and blocking out the weapon props for this guy. The nanomesh is giving me some trouble, but I'm making much better progress so I'm pleased.
Decided to spend this week on refining the mask and adding a few final touches to the basemesh.
Redid the mask, fixed the base meshes of the props. Started experimenting with asymmetrical layout.
This character is coming along very well. I'm pleased with the current blockout, and plan on finalizing it by the end of the week.
I think I've made these models in such a way that baking detail may become a headache later down the line, but I'm glad I caught the issue early.
During the weeks of November I hope to fully finish the sculpting portion of this character. In order to make good progress I've divided up my character into "parts" that I can focus on one at a time. Here is a breakdown of the different "parts" of my character:
Additionally, I have begun working out the specific textures I'll need. In order to figure out what details I actually need to sculpt and which details I can leave to texturing, I've created this material breakdown:
I have also started a thread in the 3D Showcase & Critique forum in order to get feedback on my progress.
Creating this prop was a good learning experience in retopology and texture baking. It is also visible on my Artstation.
The bottom four spheres are materials I've made in Substance Designer compared to four of Marmoset's default materials. I think mine need a little more work until I'm satisfied.
This eyeball was created entirely within Substance Designer using a Spec/Gloss workflow.
Here's a small showcase of the various assets I've been working on. I hope to finish both my current armor project and a small scene to show off everything in by the end of summer.
Lighting experiment with some of the assets I created.
Maybe continue this theme and work your way out into some sort of game. I'd say more but then i am basically making it with you, but i can see some cool thing.
Work looks good for what it is, otherwise.
Here's a small preview of my current project for October:
I still want to push the hair texture further, and fix some of the values on the armor set to add better visual contrast.
The current polycount is around 3.5k triangles. I'm trying to push myself further with higher-poly models, but this one still has a few baking and normal errors.
Here's a Marmoset render of some materials I'm working on for a future project. I'm just posting them here in case anyone can give me advice on making these look a little more realistic. I'm pretty happy with them so far, though.
After a bit of tweaking, I decided to put these materials on my Artstation
I sculpted the initial forms in zBrush, then used Substance Designer to add more details and create a trimsheet out of my sculpts. Hopefully I can use this practice on my next project.
I've been trying to replicate the parallax effect seen in this thread, but I haven't been able to wrap my head around it. I think the base textures of this material could use more work too, as right now it looks less like wool and more like a dirty towel. Just need to keep trying!
A recent example. I worked on the materials for this model, to showcase real-time sheen.
There's definitely an improvement with the additional normal map. I'm going to try building my own during my next pass on this material.
I've been making a lot of non-hero/low-polycount assets, so I wanted to try making something with a higher budget while still keeping within a reasonable limit.