CC? Planning on doing it again because it always comes out a little better when i do. But is there anything i should take note of the second time around?
Perhaps next time, you might find it easier to keep the head a closed shape and not worry about having holes for the eyes. You can always sculpt in a recess and have eyeball subtools fitted in later. For me, having holes in the mesh really just makes it more of a pain to edit later.
I wonder if you're jumping to high subdivision levels too quickly. I try to nail important things about the model like proportion and placement first and gradually build up detail. Right now it looks like you have a fairly dense model, but there aren't any fine details that are taking advantage of it (other than for the sake of making the model very smooth).
It's a nice first attempt. The next one is always better!
The proportions of the actual model inside the clothes are correct, the pants may be a little low though. When i use the move tool to fit the clothes i keep it at a generally low subdiv, but for clothes i cant because any attempt at smoothing will mash the entire thing in.
then, could you show us the model inside?
also, the mushy look of your model and uneven surface is the tellings of jumping up the sub-ds too quickly.
you say the clothes will mash everything in? there are options in zbrush's and I assume the mudbox division system as well. Why not rebuild the topology of the pants (good learning) and re sculpt/re place the objects.
You may just need to redo the pants mesh, (also good learning)
as far as crits, the shirt looks like it was mushed into the pants, like you have no body there and you are trying to cover that fact.
the pants look fairly decent, but the sleeves are a bit busy, most shirts dont get that many wrinkles, Use lots of reference, constantly. this will make you a much better artist.
and I dont know whats going on with his left wrist.
keep working!
Replies
The bottom half of his body looks a little short.
Perhaps next time, you might find it easier to keep the head a closed shape and not worry about having holes for the eyes. You can always sculpt in a recess and have eyeball subtools fitted in later. For me, having holes in the mesh really just makes it more of a pain to edit later.
I wonder if you're jumping to high subdivision levels too quickly. I try to nail important things about the model like proportion and placement first and gradually build up detail. Right now it looks like you have a fairly dense model, but there aren't any fine details that are taking advantage of it (other than for the sake of making the model very smooth).
It's a nice first attempt. The next one is always better!
also, the mushy look of your model and uneven surface is the tellings of jumping up the sub-ds too quickly.
you say the clothes will mash everything in? there are options in zbrush's and I assume the mudbox division system as well. Why not rebuild the topology of the pants (good learning) and re sculpt/re place the objects.
You may just need to redo the pants mesh, (also good learning)
as far as crits, the shirt looks like it was mushed into the pants, like you have no body there and you are trying to cover that fact.
the pants look fairly decent, but the sleeves are a bit busy, most shirts dont get that many wrinkles, Use lots of reference, constantly. this will make you a much better artist.
and I dont know whats going on with his left wrist.
keep working!