Home 3D Art Showcase & Critiques

Hi, can I get your critique on this wip? something doesn't feel right about it but I can't spot it

Replies

  • sacboi
    Offline / Send Message
    sacboi high dynamic range

    Generally....proportions, straight off the bat hands are too big! - alongside other anatomically miss matched issues.

    So I'm curious as to what you're referencing this sculpt off of?

  • Gabrilliant

    Thank you. Can you point out the other issues if it's cool with you?

    I'm using a lot of male anatomy images as references. Nothing specific.

  • kanga
    Offline / Send Message
    kanga quad damage

    There is some good stuff in the figure.

    The things that stand out atm are the head size, the upper chest volume and the bumpyness. Using separate images as reference is kind of difficult if you dont have a base. In the beginning you should use an app like Daz 3d (its free). You can turn off the texture to help with seeing form. You can scale parts like the head and also adjust the weight and pose of the model. Its a great starting point. The volumes of your figure are a bit wonky probably because you started from a dynamesh. If you make your base mesh from zspheres and gradually increase subd s you will be able to control the surface more easily.


  • sacboi
    Offline / Send Message
    sacboi high dynamic range

    Kanga, nailed it.

  • Gabrilliant

    Thank you, I will definitely use Daz 3D, seems great. However here is some adjustments i've made from yesterday after getting some feedbacks from different people, does it look any more natural this way?


  • carvuliero
    Offline / Send Message
    carvuliero hero character

    Few proportions are a bit off that's why hes looking strange other then that his pecs looks like breasts, lack of curvature and high point in the legs

  • kanga
    Offline / Send Message
    kanga quad damage

    Yeah looking better.

    Did you install Daz yet? You can place a figure in the viewport, push the pelvis forward a little then balance the figure in the side view. That will give the pose weight. You can also take side front and top screen grabs and place them in your zbrush views as reference. It looks like you are stuck at this resolution. Try using zspheres to make the base mesh. Having subdivisions gives you a lot of flexibility.

  • Fabi_G
    Online / Send Message
    Fabi_G high dynamic range

    Hey :) What's the end goal of this project?

    Do you use a reference board (like what kind of character, what body type, ideas for head and facial features, ...). I think this kind of target helps with making desicions and not running in circles - and getting more specific feedback too.

    I agree, having some 3d reference on the side to look up anatomy helps.

    Good luck!

  • Gabrilliant

    Yeah I did, but I have yet to use it. As for the subdevision levels the model actually has 5. I always retopologize my figures in Maya once I get to a certaing point of sculpting the figure and then I project the details to my new topology with subdvisions

  • Gabrilliant


    That's a really good thing to keep in mind, Thank you! I was just thinking about creating an average fit body, wasn't being specific about anything else but I see, it would've been much better if I were.

  • kanga
    Offline / Send Message
    kanga quad damage

    Ah ok. I don't reckon you get the same surface control as building from low res. I think you would benefit by taking some time out and practice a number of generic sculpts (male and female) with Daz at your side. You should see them as 3D sketches and not spend too much time on each one.

Sign In or Register to comment.