Long time lurker, first time poster. (lurked for like 5 years, seriously).
Anyway, I made this bust in Mudbox. I'm still getting used to the program but this is my 2nd real sit-down attempt at making a realistic face. I tend to play with 3D Max/PSP/Unrealed etc so I'm kind of winging it most of the time. Any suggestions? Any tips? What I'm finding the most difficult is making eyeballs and ears. I kinda copped out on the lips too after a real good attempt and then deciding I wanted something more zombie-like in appearance (and then saving over my lip version, doh!).
Oh btw, I'm using a wacom intuos tablet to do most of my work, hope this isn't a silly thing to do. :S
Replies
right now it's very blobby. work on lower subd level until you have developed the form efficiently and them progressively move up to put more detail
at least that's how i go about things
I find it a little confusing to work with those low res polygons also, it seems mudbox isn't quite up to the poly editing of 3d max. Once you start messing at the low resolution it seems the symmetry really messes up (although I noticed it at the higher subd too).
[edit]
I did a bit of tweaking.
The best way to start, is with a solid direction or concept, then lay down the basic form and topology in max where you can have more control over form, then bring it into your sculpting package, and start detailing--like the others said, slowly working your way up in sub d levels, and going back down to edit proportions and things as needed.
To do this bust I have been mostly looking at pictures/doodles from andrew loomis so I can get the anatomy right. Also I've noticed I lose a lot of definition in the smooth shaded views, whereas the none-smooth version is quite defined. :S