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Trying to improve likeness sculpting

Just wanted to write down my thoughts and what I’ve learn so far


I don’t really feel like there’s many good tutorials on how to capture a likeness probably cause the main talent it requires is observation. 

At this stage I’m really trying to come up with a step by step process that doesn’t have me aimlessly sculpting, I found it to take a shocking amount of time, and once you capture a likeness it can be really fragile and easy to lose if the wrong adjustments are made, so it’s constant back and forth evaluation. 


What I’ve found -


(Obviously learning anatomy of the skull and face firstly at a basic level)


  1. Reference images, profile, under, above, 3/4, a HERO image front/profile that’ll be your main reference throughout.  It’s really important all the images LOOK like them/look like how you want to capture them, people can look so different from one photo to the next 
  2. You really need to identify the shape of the head first, eg Heart, Square, etc. and the ANGLES of the face eg recessed jaw, like the direction of the shapes and how far back or forth they sit from each other 
  3. Gestalt/squint test: maybe take the hero image and blur it. This is the most fundamental part of the entire process. To be able to create overall the head shape, placing the outline of the features at the correct distance and making sure the head is angled correctly all at a very low poly rough level. If Ive sculpted for 5 hours and have already moved on to details I'm doing it wrong, a long time needs to be spent at this rough stage, I try to match shadow and highlights of photos using basic material shader to match the correct volumes of the face, if a light is constantly hitting the face at certain spots that can be important information 
  4. Gestalt - polypaint rough eyelash, brow and hairline checking against references
  5. When happy move onto capturing the more specific shapes of the individual features, the forehead, cheeks and jawline all should have been 90% done at the gestalt stage. This is for the shape of the eyes, lips, nostrils, I usually go first to the brows as they are the largest and most complex shape with how they connect to the nose bridge, upper eye lids and upper cheek bone. For individual features I found cutting out your references in photoshop to see how they sit on a screenshot of your model can be helpful. Seeing the lips, nose, eye shape how you want to look on your model at the correct size is less work translating it from a reference and allows you check likeness and make sure you’re going in the right direction 

Replies

  • gnoop
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    gnoop sublime tool
    I wasted a decade of my younger years on this  during my art school  time.  Did  ones dozens of sketches each day .    My graduate work was a collective portrait of my friends .   Your squint  point is very  right?   A feel of a mass  I would say.

    But decades later I can say it's  not a very useful skill or competitive advantage .   Nobody cares really.    I wish I would had been spent more on studying math.
  • okidoki
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    okidoki greentooth
    I think the ulterior motive of doing lots of practice work devides into two main objectives:
    • beeing able to "see" the difference by precise observations and "only" make hold of this to have this in your visual library/knowledge base/memory (meaning brain and not something on a computer) so you know what to do after this practice
    • to refine your skills so you do not even have to think about this anymore and especially with "real" manual work (with your hands on some "stuff" ) you simple "feel it" and this is the "secret" to mastery
    I would love to be able to do some things after dozen of hours of work when some people are able to do more than me in the first minutes they start their project. ( And sometimes it's funny when people think i can do awesome things when i think this was easy :wink: ).
  • small99
    Very true, even AI could possibly make this skill completely redundant in the near future. 

    My favourite 3d artists are so exceptional at likeness, it's shocking how many years it must take to be as good and frequently good as artists like Hossein Diba and Hadi Karimi. I found some people are much easier to capture than others so maybe that can be a factor.

    There's a lot of amazing 3d artists that I see use the same styled generic anime waifu face, this obviously lets them spend so much more time on the rest of the character, but I can't look at it with same respect as I do those that do amazing hyper realistic likenesses. 

    A lot of tutorials suggest using spotlight in zbrush to align your mesh to photos, I remember trying it in the past and don't recall it working too well, obviously photos are 2d, they're not at a perfect straight on angle, they have perspective etc, and I find I can't really even see what I'm doing to my mesh with this photo pasted over it.

    Trying to make precise measurement like they do for wax works seems interesting, but probably reliant on really solid references.  
  • iam717
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    iam717 interpolator
    You probably seen all these already but to bunch a topic together with link and info i feel works great when people in the "future" search this matter out:

    Artstation: click numbers#
    1. guide
    2. likeness search tutorials

    youtube:
    1 in-depth
    2. lots here

    The 1st linked guide is what i really wanted to share i remember this or something similar where someone went through the processes to make any face and AnatomyForSculptors goes over the "fat" distribution "guide" that could also be helpful.

    aye-eye convo was mentioned so i touched on the topics spoken of: so o/t.
    Just my .02's on this aye-eye situation everyone loves so much, it will hinder you if one day you do not have access to that content or its paywall-ed and you find yourself with less currency to play with or one of the many other possibilities.  There is also, Hey"parent" how do you do this thing? we'll child let's ask the robotic computer for help, oh you do not know how to do this thing? then imagine that for actually important functions of society, then we have a problem or at least they will when and or if we get there.
  • pior
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    pior grand marshal polycounter
    @small99 : for what it's worth, IMHO the biggest mistake one can do when attempting a likeness in Zbrush is to get trapped by the habit of shift-snapping the viewport to front view, because *nothing* guarantees that the model of a head is tilted in a way that exactly matches the angle of the front view cam. This then results in oddly squashed features when attempting to match this "not quite front view" to a straight front reference photo.



  • Klunk
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    Klunk ngon master
    not sculpting per se but spent nearly two years modelling heads for a football game using 1200 ish faces and before normal maps (most faces were pretty youthful without much "character" so not much in the way of detail missed bar a few grizzled veterans). I think IIRC we created about 600 heads all told!  For the most part we had very good photo reference (except when a youth team player got promoted to the 1st team and you had a single blurred 64 x 64 jpeg to go by You ended up being more like a police photofit artist :) ). It's quite difficult to put your finger on what makes a good likeness but i'd say it starts with the eyes if you get those wrong it will never look "right".
  • small99
    iam717 said:
    You probably seen all these already but to bunch a topic together with link and info i feel works great when people in the "future" search this matter out:

    Artstation: click numbers#
    1. guide
    2. likeness search tutorials

    youtube:
    1 in-depth
    2. lots here

    The 1st linked guide is what i really wanted to share i remember this or something similar where someone went through the processes to make any face and AnatomyForSculptors goes over the "fat" distribution "guide" that could also be helpful.

    aye-eye convo was mentioned so i touched on the topics spoken of: so o/t.
    Just my .02's on this aye-eye situation everyone loves so much, it will hinder you if one day you do not have access to that content or its paywall-ed and you find yourself with less currency to play with or one of the many other possibilities.  There is also, Hey"parent" how do you do this thing? we'll child let's ask the robotic computer for help, oh you do not know how to do this thing? then imagine that for actually important functions of society, then we have a problem or at least they will when and or if we get there.
    I really like the first guide definitely lots of useful tips and their work is amazing.
    The whole spotlight method interests me cause it'd be great if it was just as simple as align your mesh to a good front and side reference photo.
    Breaking down the face before you sculpt it such as going into photoshop overlaying different reference seeing how they match up, measuring/estimating overall distance from chin to mouth, nose to eyes, forehead to hairline, and doing silhouettes and outline drawings of the head/features to understand the shapes before diving right in to sculpting has helped me 


  • okidoki
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    okidoki greentooth
    Additional to @pior 's comment ( :+1: )  ..see any of the comparing images when searching for  "focal length affects facial features".. like for example:
    https://duckduckgo.com/?q=focal+length+affects+facial+features&iax=images&ia=images&atb=v340-1
    ..so the "traditional" way of practicing portraits by using a "live reference" may be some lecture one may have to go through to get the experience to make this.. (and for some celebs one almost does not really know how they look from some angles or one would not recognize them).
    (Telling this even when i suck at drawing or sculpting at all :sweat_smile:  )
  • small99

    I was looking at Amelia Rowcrofts process videos, she has her own likeness tutorials on her website. I noticed how little she adjusts the features back and forth after the initial foundation, so her method of measuring the face must be really solid with how little is being adjusted at later stages

    eg. from this stage to this, the features seemingly aren't being adjusted 



    another example, see how from the 4th pic every remains in place, I wonder how much experimentation she does like if she tested the measurements out before this final sculpt


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