So... I just started learning Blender, and dived straight into character sculpting. For the experts here
, how long on average would you say you would spend on sculpting a base model like the one below?
I spent about 3-4 days from start to end, and it's still not done! This is my first proper sculpting project, though I've mucked about in Zbrush donkey years ago. Got to say, I'm loving Blender 2.8's overhauled UI/UX. I've used Blender maybe 5-6 years ago, and boy, is it night and day! Props to the Blender team~
Too slow? Looks like programmer art? Any and all feedback welcomed and appreciated!
FYI: I did not use a reference... Character model is for a game I'm developing. Should I have used one? What do you guys usually do?
Replies
Yes you should have used reference. His abdominals are unnaturally collapsing in towards his mon pubis.
We usually use an existing base model we'ev bought or kept from another project, or we spend a lot of time on the base model assuming we are reusing the proportions and/or topology fro the future.
Also i wouldn´t stress too much about time spent, just focus on making it good
@Brian "Panda" Choi , wow a couple weeks. I've totally underestimated the scope for sculpting!
@JohannesAg , I guess with regards to time, I'm trying to gauge how long it would take so I'm not overspending in any one area, and also challenge myself to get faster as I do more and more. I'm a solo dev, so.. I do need to be quite conscious of how much time I spend in each area. Game doesn't code itself haha.
How far away would you guys say my sculpt is from being "good" or production ready to move into retopo + rig? Does it reek of amateurish / programmer art?
Always use reference.
If you are happy with your model you can retopo and rig at any point. To be honest with you though this does come off as very beginner level work. They say it takes 1ok hours of practice to become a master of something. If making"good" work can be done by some one whos not a master lets still assume it would take about 2k hours to get to a point where a modelers work might be considered good.
But regardless, my goal right now, is just producing work that isn't ugly, or has blatant anatomical flaws. And just keep improving over time. And if it makes sense later down the road, bring onboard a dedicated 3D artist to take over, do an overhaul etc.
Would you guys be kind enough to go into more details on how involved the process is that requires a couple of weeks to produce one base sculpt? Is it mostly about just layering more and more details, decals, fibers, etc? At what point is it too much noodling for an indie game that is at most going to look AA, instead of AAA?
I just spent the whole day on retopo, and only have the top half without arms done. My appreciation for what 3D artists do on the daily has definitely increased dramatically!
The head isn't based off any reference as I did sculpt it randomly. Are there things that immediately jump out as flawed and awkward? If there are, I'll try to find more time to spend on studying reference images of heads, and go from there.
A key point that might be a consideration, would be I'm also not trying to go for photo real character design. When I started out, I was going for anime O.O, but found sculpting so fun, that it just ended up as what I got... That's a high chance I will go over and abstract out alot of details.
Do you guys use specific reference images? Could you point me to them? Thanks!
Thanks for the time you took to lay out those pointers! They were really helpful. I'm going to look at incorporating those into my workflow.
I'm really enjoy sculpting and want to keep getting better at it. But I got to say, retopo is a painful exercise, especially trying to solve the no tris puzzles O.O.
The more I spend time looking at references, the more my character looks like a comic book / cartoon (which I guess was what I was going for?). The eyelids are too flat, the knees are a block, abs look too small still. So much more to refine and learn!
Thanks for the feedback and pointers all. It's been really useful.
So, I restructured the eyes, nose and knees to be more defined. Here are the results. Any and all feedback welcome! Thanks again all.
Final (ish) sculpt. For now...
Retopo (with subsurf modifier)
To convert the quad topology to tris is another chapter, after you are done with modeling
For topology, and even when the tutorial is stone old meanwhile, i found this tutorial here super helpful ... https://3dtotal.com/tutorials/box-sets/joan-of-arc