The basic goal I'm attempting here is to eat a slice of humble pie, go back to my basics, and build my skill set back up all over again. I'm going to attempt to create or detail a new head every day or two, and post a little process about it's creation when I can. I welcome
any and all criticism. I have two purposes here: learn form, learn detail. I'm picking head's due to my inexperience with full body proportions, and I don't think I want to overwhelm myself right off the bat.
Please excuse my compression for today, as all my work has been done on my laptop today without photoshop. Lolzmspaynt guyz.
I attempted an old man today:
It was simply put that I was trying to fly without wings (my own words for that one). Too much attempt at detail with a lack of basic form. I agree with this, so I made my goal to study skull anatomy and facial proportions for a couple of hours, and create a very basic low poly shape before attempting to go any further. Someone mentioned the good advice of sketching over your figure to feel if the proportions are satisfactory:
This is on the 2nd tier of detail level.
From there I felt the jawline was off, as were the eye sockets and nose line.
At it's very basic level, this is the mesh thus far:
I think in this primitive form, the brow line looks too high. I'll be changing this tomorrow. (Spent for the night). At its highest poly level, the mesh appears like so:
Pretty interesting to see the effect of only manipulating things at the lowest level, and some of the detail that results from it. I don't want to take this head any further without some fresh eyes viewing it, so leave this for all to comment on.
Replies
I find this much easier than building from a near blob.
you could just get the silhouette perfect in max then export the head to zbrush when it looks like a head( albeit low poly with good silhouette)
to sculpt a real life clay head with a paintbrush. it would n't be much fun really:)
Spark
There isn't a make awesome button!
Slow down, breath, and come back to your sculpt after some time away and crap will jump out at you. Of course working from reference will help you contrast what is wrong, and by all means study, study, study and draw, draw, draw.
Someone posted a High res 3D skull a while back, I hear it works great when using it as a locked guide under your base mesh. I haven't tried it out yet but I imagine it could be helpful. It might be more helpful to build your own base skull based on the abundance of ref and go from there...
Ruz/Aesir: You guys are right. Honestly, I'm just not that familiar with a 3D environment to do that yet. Practicing every day to get there. Mayas tool interface is frustratingly slow. I downloaded Silo, so we'll see how far that goes.
I signed up from some basic drawing/figure classes, they'll start in mid January. My fundamental skills have always been lacking.
Today I spent my time going more basic, a Remington 700:
Not much to critique really, there's a basic shape with some sloppy edges. But that's what I need to focus on right now, shape and form. I don't want to spend too much time, for fear of getting lost in meaningless details (this has always been a problem of mine.) Mechanic/solids before organic. Walk before running.
Tomorrow I'll be grabbing a sketchbook and some soft pencils. I did some #2 on computer paper for a little while, and was just disgusted with what the results were. Definitely need to spend a lot of time in this department. Really nothing worth posting in that department
to sculpt a real life clay head with a paintbrush. it wouldn't be much fun really:)
[/ QUOTE ]I usually use a rake myself. Its not that dissimilar to working in a sculpting program with a tablet.
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/body1.asp
So far it's been a great tutorial and as a result, I'm getting a better feel. It's paint by numbers sure, but its a good way to learn your way around your 3d app. My result so far for the day:
The upper half has gone about twice as fast as the lower half as I figure out little tricks. I'll probably shelve this one for a few days to try something else.
like shes standing in a weird way. I'd definitely like to see a side profile...
Have a crappy smoke grenade!
Target: The reference has her standing pretty much tiptoed.
So I've been trying to work on a hand with proper edge loops around jointed areas without having too high a polycount. Each finger tip I'm trying something different for the best form. I think the index finger looks best, and the rest of the fingertips should go that way. However, I wanted opinions. I've found that as I try to pose it (like the slight drooping of the thumb), the geometry works out a lot better, as it presently sits kind of flat and unnatural.
And for Target Renegade:
You need a palm pad at the base of the thumb.
Bottom, the pad along outside of hand (pinky side) should come right out to the edge. It should curve out from wrist then curve back in to meet the base of pinky.
On top the middle vert between middle knuckles should be slightly higher.
I'd say the sides of the fingers (index/pinky) are too wide.
The middle knuckle on middle finger too skinny.