Hi
I need some advice from fellow character artists. One aspect I've not had enough practise with and that I'm struggling with is the mid-frequency/secondary forms. For the most part, I understand what they are. The issue I'm having is a breakup layer/pass. I'm not sure if other artists incorporate it as well...? I'm presuming so. I did a mentorship with Henning Sanden from FlippedNormals and he showed me his approach to doing it. However, I'm not confident I'm going about it correctly. I could be wrong, but because he comes from a VFX background, maybe he's been overcomplicating things...? Especially as I'm aiming for the games industry. I went back through Laura Gallagher's videos on Outgang, but she only briefly touches on it, sadly. But it seems more simplified...?

One tip I did take away from a FlippedNormals video on the topic is to blur a reference image and make it black and white in order to disguise all the distractions. For the Doom Hell Knight I'm working on, I've gone and done that.

Originals:


Blurred:


And of course I've been attempting it on a Layer. I was also provided with a demonstration from Henning...

I just always feel conflicted. That I'm not quite 'getting it'...? I know that there needs to be breakup and directionality, but feel that something is 'off'. Or that I'm perhaps not capturing some of the secondary forms into the breakup layer...? Or can/should those be done afterwards? After the directionality? I've been trying to do this attempt asymmetrically as well.

This is one of my earlier attempts, which looks wrong, flat, and is too soft.

Any advice/insight would be super appreciated.

Thanks.
Replies
Quick web search...
I attached the reference above from the version in Doom 2016, which has some additional shapes in there, too.
Doesn't need to be actual anatomy, just needs to read like it could be. I took the screenshot as a starting point and smudged it a bit, without trying to replicate the reference model, which is much softer overall (edit: In this area and regarding the secondary forms).
Additionally, I tried to introduce some more variance and to get the impression of some of the muscles going across each other instead of just forms sitting next to each other, which is the result of too even and broad valleys between and too little continuous curvature across the muscles (but I kept a flatter surface for the lat like one). Broader, flat valleys you'd normally find at bone ridges/attachments or tendons.
Before:
After:
The "after" variant looks already a bit better, but still has the same underlying problem that's also visible in the latest exercise. It's a good idea to blur the source, but especially with your blue lines, you almost seem to follow a kind of "2D" edge finding approach and outline forms that often aren't really there (at least to this extent) or are parts of tertiary details (minor surface bumps and dents) or much more subtle. And those resulting shapes still sit a bit next to each other on the final mesh.
To put it negatively, it looks a bit like useung a turbulence noise in 3ds max (http://www.neilblevins.com/art_lessons/turbulence/turb_max.jpg) as a bump and I feel partly responsible for that since that's basically the curvature I am suggesting, but it can be much softer for the most part and more subtle in places, and the shapes themselves need to feel less random (in their directionality) and regular. I'm exaggerating, of course, but I hope it helps to get the point across. E.g. if you simply smudged/blurred some of your details and the shapes that have basically an outline going around them, this would probably look better already.
Perhaps you could try to really ignore the tertiary details (blurring alone can't fully accomplish that) for a further exercise and try to find the defining secondary shapes and perhaps try to analyze which shapes the muscles under the skin would have.
And then some of the more random details you are seeing right now will come back organically and more naturally looking once you do your tertiary layer.
...and get those to transition better, whilst keeping in mind the directionality of the lats muscles. Those additional shapes I added were adding more 'noise' and making things look too crowded.
But good point about those details I've highlighted in blue coming through via the tertiary details. I've also been advised to do the tertiary details in Substance Painter instead as there's more control with scaling, or better scaling rather.
Perhaps it make sense to move this to 3D Art, though, if you plan to continue to work on this specific model.
@DustyShinigami
https://www.instagram.com/reel/DG8K5eWAZgv/?igsh=MWk5eGE0cmR6dXliZA==
This one reminded me a fair bit of your goals here. I feel a bit like the structure is smoothed out too much after its applied, but i think the direction is quite similar
I really like how Gio Nakpil approaches hierarchy of forms in that regardless of how you delineate between secondary/tertiary or whatever; tertiary forms support the secondary and secondary support primary forms and that they aren’t added haphazardly, but built on top of one another.
https://www.youtube.com/live/qAq294tcuDM?si=mjRNMk-jd50Eenql&t=1328
I feel like in your last image those secondary forms seem like they are placed with no rhyme or reason and consequently detract from underlying structure of the primary forms…they also look very similar shape and size and spaced almost evenly that gives it that “averaged cg” (please pardon the term) look.
While I don’t know any courses solely focused on secondary forms, I’d offer that any videos you can find of Gio Nakpil and Glauco Longhi would be worth your time. Of course, Zuccarello is great too!
I'll go back to an earlier save and start over. Hopefully I'll get more of an idea how to approach things as I'm a bit unsure at this point. ^^;
So I'm not sure if my way of thinking for this next stage is on point (feel free to correct me if I'm wrong), but now that those transitions of those main shapes are done, I'm seeing some additional more subtle shapes under the surface. And I guess I was trying to implement those last time, but got carried away and overdid it. But I think I need to try and add them, but to ensure they're more subtle and flow with the muscles.
Yeah, that’s about the right idea. You want those secondary forms to serve some sort of purpose whether it be as a function of anatomy or just something there to add to the visual design- It’s all there to support those bigger shapes.
Maybe what might help in your specific case with the torso is to take a closer look at those shapes your seeing and decide if it's an underlying muscle, or fat deposit, or bony landmark, or tendon, or just something there you see that makes it look cool for aesthetics; and have that inform your sculpting insofar as needing to integrate the form, or softening/hardening transitions, adding/taking away volume, or removing it all together. My opinion was that I wasn’t getting any of those reads and thus made the overall design of the torso less readable.
What could also help (apart from zooming out and looking at the model as a whole) is to work the sculpt around the full character at once rather than a small part in isolation as it can be easy to get myopic and over develop one area and not realize until the end that the arm doesn’t really relate to the shoulder and the shoulder doesn’t relate to the torso, etc. (hey, which is another kind of hierarchy of form…Ha!)
Before:
After:
Yep. That’s kinda our whole thing: developing a strong visual library and design sense. And without those, we have references to help us out.
From what I can see of Gio: he is strongly looking to nature and experimenting through his studies to try to find ways of incorporating those things into a more fantastical realm.
_____
I think you’re making some good improvements from your previous iterations.
While my own personal tastes tells me it’s still vague in some areas, I can definitely see where you are making much more intentional choices about what some of the secondary forms are and how they fit into the larger shapes. Keep at it!
But that’s good to know that I’m making good improvements; that’s reassuring. Thanks.
And then the Doom Eternal version, which I've flipped the image:
Do you reckon the shapes on the Eternal model make more sense?
Thanks
I guess I’m not really seeing it the same way you are.
What I like about the originals is that they are still simplified into just a few groups of large muscle masses and has a strong sense of shape design, which gives it a kind of clarity and impact that I feel is a little lost on yours.
Or maybe to put it another way: those secondary shapes you’re adding are a bit over-emphasized.
The differences between the two Doom versions are pretty nuanced to me…they both read well.