Hey there,
So I'm really unable to get to the point quickly but I'll try to be as brief as possible (really nervous about my first topic, presenting how little I can do after many years trying to be good in 3D so bear with me, please ?)
So my aim, as of right now, is to create an "average" male base mesh that wil allow me to create a lot of other body types out of it (don't know if this makes sense). For that I don't want to go too much into details but not keep it low poly either. I don't know if it's a good idea, there are a lot of different workflows depending on the artist I guess, but if you think I'm going the wrong way, I'm eager to know. I've been going in the wrong way so many years, I really don't have any time to waste anymore.
So, I started to model a very basic mesh of a man with quite terrible face and not so good proportions (oh by the way, if nudity is a problem please tell me if I have to hide intimate parts) :
Maybe the picture is a little bit big, sorry if that's the case, I couldn't find a post with rules on how to post properly.
So the topology (and shape ...) might look quite horrendous but that's my way of working (and it's probably a terrible way of doing it so I will take any critique really), I will sculpt it right away with dynamic topology and try to get a way better looking mesh in terms of proportions.
Then I retopo everything properly for cleaner sculpt (that will work with subdivision sculpt this time), so the new topology won't be animation friendly. If you already have any opinion on my way to proceed please tell me. I'll keep the new mesh with eventually a little more new sculpted details as my real new base mesh. So the picture here is a base mesh of the future base mesh. Tell me if that workflow doesn't make any sense or is totally ineffective.
I already have one question if I may ask, but I guess I will quickly have some kind of answer on my own as I sculpt : is it a stupid idea to make the lips separate and yet "connected" (lips are intersecting a bit, so the mouth is closed but there is already some mouth cavity behind and everything) ?
Ok it's time to work on this I guess. Sorry if I was just barely understandable, even in my native language I'm generally very confusing, I'll try to improve clarity over time
. Thanks for reading ! And if you didn't, thanks anyway ! At least you clicked on the topic ^^.
Replies
It's really difficult to sculpt a man without a lot of muscles, I struggle with the shoulderblades and for finding good references of men who are not too muscular or too fat. Not too sure about the ribcage either, or the arms. Well everything could change but it'll improve when I'll have enough polygons for the small parts.
Don't be too disheartened you haven't got many comments in a while, @kanga posted pretty much what there is to say at this stage of your modeling.
When you start to put all your further learning back together into a complete anatomy body sculpt again, and it's progressed from your first posts, i'm sure you'll see more comments and feedback~~
*also, have a try at a head sculpt, that always brings in some interest and valuable feedback.
keep going
Motivation comes and goes, but don't get discouraged. Studies like this are important. You might not see it now, but it will pay off in the future.
I suggest you take a look at plates from Anatomy4sculptors and really try to nail those angle break and volumes.
As for the face it's fine, it's just super stretched. It has nothing to do with your personal features
I've made some quick adjustments in photoshop to show you what I mean.
I made it wider, moved the whole eye area down (I check that with ears, the top of the earlobe should be on the same line as eyebrows). I spread the eyes a bit more apart, and widened the lip corners (I check that with the iris of the eye, same thing, they should be on the same line or slightly shorter). You said the eyebrows are a placeholder, so you might change them later, but I would suggest to bring the outside corners up a bit, coz now the are kinda sliding down to the eye.
Similar thing with the profile. I moved the eyes down, eyebrow up, pushed lip corner deeper into the face, squeezed the scull and lifted the nostrils. You can bring the eyebrow bone out and nose in and enlarge the chin for a more "chiselled/manly" look, but that's up to you.
In my opinion you're doing fine. Just remember to check the proportions and compare them to other elements. And when in doubt ask people around. Sometimes when we spend a lot of time on one thing we stop seeing it properly, and we need a fresh eye to spot some bits that are off.
There's always more work to be done, I've checked my first works from few months ago, and I'm going to redo some of them, because I can't look at them anymore.
I'll take it as a good sign. I really enjoyed working on that creep, but even I was spooked out by it at nights.
Then I tried to fork the model again following your ideal proportions and I made a big mess I think I've definitely NOT understood how to properly use them (and I was pretty tired so I didn't spend too much time as it was depressing to make another alien face, once again). I didn't have the courage to go further and try to correct it as I'm pretty sure I'm doing something completely wrong somewhere in the process. Here's the monster ...
Any critique's welcome .
I think you would benefit by producing a number of figures. Try and mix between male and female and try master a generic form first as that is an excellent base for any character.
2/ Concentrate on generic figures first.