Hello friends,
Well I finally got my feet wet in the mudbox / zbrush style work. I purchased mudbox about 4 months ago and finally have had time to play with it for the last 4 days.
I did some learning experiments and followed a few tutorials online, and decided to go ahead and try my first full bust sculpt of a character concept.
My system is WinXP 32 bit at 2GB ram so I'm starting to hit some out of memory errors where he is. I did not get into the hyper detailed flesh bump stuff as that would have required further subdivisions.
What I'm looking for are style and form critiques. What common mistakes of new sculpters do you see me making? Anything else that comes to mind is fine too.
He has an ambient occlusion map at this time but no specularity - it made him way too shiny in the view port. These are just screengrabs not renders.
I have relocated near Seattle, WA and the art / modeling jobs in this area seem to be the 'technical artist' types that want a lot of Zbrush or Mudbox, so I am looking to ramp my skills up quickly.
Thanks in advance for any tips & crits!
melkior
Replies
I've been sculpting for a little shorter then you have. i can't really spot anything that looks wrong with it.
The horns don't look like any animal horns i've seen before, but there isn't anything wrong with that they still look realistic.
Whats the polycount? And what did you use as a basemesh/zsphere(s)?
My two cents, but I'm also new to it.
Hey thanks for the compliments!
I used a 'human head' prefab that comes with mudbox. Its a very low poly starting block you can do sculpts from.
I had problems with the horns honestly, they have pretty messy geometry when you look at the mesh.
Its high poly version is 2 million polys. Its lowest is 8000. I was able to optimize a version you could bake normals in max down to about 1000 before it started getting wonky. Otherwise if I wanted to bake this into a truly low poly mesh I would have to model it by hand, wouldnt be too hard im sure.
peace.