hello guys, i am rather new on these forums as well as in 3d art
In fact this is my first art related post.
I am taking this 30 day head sculpt challenge as a means to learn overall head structure and anatomy, and Male/Female variation.
Any critiques or suggestions would mean a lot.
This is the first sculpt i did today without any references ( will use for upcoming ) as a means to gauge my current understanding of things ,Ignore the chest and neck part please.
planning to learn a bit of skull structure and planes before tomorrow's sculpt.
HEAD SCULPT (1/30) (sculpted in zbrush in perspective mode.)
( the plan is to learn to sculpt head (without minor details) by the end of September. After that, learn to sculpt body parts in isolation or full body sculpts in oct ....then go into full body sculpts practices and adding details n all, am already leaning basic anatomy from proko's channel and some books.
after 4 months and 122 sculptures.....I think i should be able to get into working on my own BASIC realtime game character projects that resembles human beings at least.....learning other stuff ( maya, UE4, Substance) along the way.
pardon me for any writing mistakes.
Thanks for reading.
Replies
(2/30)
Figured following step by step sculpting tuts isn't my thing..... listening to music while just going at it is much more fun...
Couldn't study head anatomy though.
this helped a lot....thanks.....will solve the problem to find bony landmarks ( on whole skeleton) for origins and insertions as well.
(3/30).......
2 examples from multiple proportion sculpts i did today (a little too close to skull proportions i presume)
absence of muscle anatomy knowledge seems to be a major issue right now.
is it just me or the typing box works like command prompt here?.....cursor replace next alphabet if typed something in between sentences,
(4/30)........
supposedly same female below
About going high poly.......i am trying to learn sculpting and zbrush on general.....its been less than a month since i started sculpting so....rather new.
Thanks for the advise though.....
(5/30)
I'm not sure if that entirely makes sense but here's a couple of screen grabs from some of my work. I use Sculptris Pro and decrease the brush size when I want more detail. You can see how rough the mesh looks using Sculptris Pro but I'm not worried about that when getting my shapes down.
Hope that makes some sense, let me know if it doesn't
Dynamesh workflow seems to be my cup of tea.......although i did try sculptris but it will take a bit of time and practice to understand.........will definitely try in future though.
this is what i did for today's sculpt :
dynameshed (32, 64, 80, 104, 304 res) > zremeshed (20,635 active points) > projected details on low res one > subdivided for further detailing.
purpose for this sculpt was to understand the general workflow.
I don't yet fully understand the underlying anatomy so steps may not look like much different.
will attach the steps and final result with active points and dynamesh resolutions.
Head (6/30).
Thanks for Reading.
Another reason is that i need to start body anatomy sculptings by the start of next month and that base mesh subdiv approach is kindof , let's say constraining.....
although it's best to keep myself open to different approaches in the start I guess.....so I'll give it a shot as well.
Thanks for sharing your thought.
Starting dyna res - 8 ( poly 564).
(7/30)
Unfortunately didn't had enough time left today to do one high res....will do two tomarrow to compesate for today.......Tired af after going through forearm muscles.
Sculpted in lowpoly....subdivided for screenshot
sculpted from memory......
settled down with 48 initial dynamesh res
most obvious issue i noticed at the end was the placement and size of eye ball, and how socket/muscles/fat reacts to it.....and then there are muscles and fat placements.....gotta study some anatomy i guess.
Head sculpt (10/30)
Ears are imm brush ones ( altered a bit ).....
Messed up proportions in this one.....
Can't get the planes right for some reason.......will try establishing planes first on low res sculpt. For next one
Tried placing eyes a little more inside the socket,.......did't remesh and project on this one.
Although i tried to keep the skull in proportion while Exaggerating male features (zygamatic , chin, smaller lips) and keeping extra fat or muscles at the bay.........it still doesn't quite look like a male ( or female which is weird xD )........messed up eye placement again as well i guess.......
Kept an eye out for roundness of mouth area though ( didn't sculpt fat or muscle if that looks weird to ya...just smoothed the zygamatic bone part out )(13/30)
I think i will look at more skulls before going in and adding fat and muscles properly.
........i understand there isn't a lot of progress on my side just yet to be able to get all of them critiqued.
Posting daily does keep me motivated though, especially in the time of learning anatomy.
I will be able to put in a lot more hours into it from next month, also the time when i start anatomy sculpts.
Its gonna be a 4 month sculpting spree,
I'm in for the long haul.
(17/30)
got no idea how it ended up with that weird smile.
about the expressions, i had planned to include them in October sculpts after learning some basic anatomy.
and for exaggeration, i think i pretty much did in this one......although not too much....but i will try this in quick practice sculpts.
i usually do have a muscle reference open, but struggle to show them on the surface as there are too many forms and variations due to fat and end up smoothing the heck out of it........so for a change i tried to use smooth as less as possible in this sculpt.....forms are a mess though.....will try again putting in more time.
(18/30)
was extremely short on time today.
exaggerated the little anatomy that i could.......and did some eye study (eyelid part).
dont mind the sloppy high poly as this was a rather quick sculpt.
ear is from IMM brush.
This last one was really cool!! Probably your best so far. I've marked the parts which seem odd. The lower cheek sticks out like he has too much fat or muscle there, and you've got a bony ridge going from his cheek bone to his ear. I think you did really well on the silhouette and on various other parts of the face! The part below the lips could also be a bit more pushed in.
(19/30).......
used smooth too much again....guess i will change the shortcut for smooth for a little while.
took masseter muscle and salivary gland behind it into consideration....and that medial fat pouch thingy as well.
Ear was an IMM again (forgot to sculpt that on low poly version)
Cool thread ! I would recommend you to do the face of an old person I found it really helpful and do the face of Dwayne Johnson ( beacause of the shape and all ) I did that yesterday, I had a really cool result and I learn a lot of things ! and i dont know if it's have been mentioned but Anatomy For Sculptors is a realy good resource.
upgraded from a 5.5 inch graphic tablet to 16 inch display one (one by wacom --> huion kamvas pro 16)
slowed down my sculpting speed quite a bit, guess it will take some time to get used to.
watching these screenshots made me realize the importance of looking from below as well.....kinda ignored that view while sculpting,
tried a new eye sculpting technique (sketching eyeball before adding the sphere).
tnx for readin.
Will avoid IMM now.
guess i will choose some celebrity's head as well for a side by side sculpt while working on improving overall head shape a bit more.
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(21/30)
probably gonna be short on time today so i did some quick skull sculpts looking at different references.
might do a head sculpt as well if i get some time in my hands
(22/30)
he was supposed to be dwayne johnson if you are wondering.
somehow ended with that weirdly sad expression.....that wasn't intentional.
guess i will sculpt him again.
still struggling with eye part
ignore the neck part for now please.
(23/30)
(24/30)
tried an out of memory sculpt.
(25/30)
Rather than sculpting a skull shape and adding masses over it, I tried the approach most people use for this one......sculpting overall head shape and adding and subtracting masses.