here is a quick test ive been working on recently taking a break from stylised character art and had my first proper try at sculpting a realistic character.
so i went for a smoking aces style merc here it is after 3 days of sculpting
heres the full body the legs have barley been worked into so exscuse the roughness.
Replies
The overall look of it looks very muddy, I would go down a few levels and refine more the shapes. it looks like if you started sculpting from a very high subdivision level.
Maybe so man, but Capt H is right. How long youve sculpted at this point has no bearing on the point hes making. Turning down your sibdivs and trying to get as much form out of your poly's as possible will make you look far less like one of those noobs who cranks things up to a bajillion pollies and exposes a massive weakness in form / anatomy knowledge.
Get it solid, then subdivide, rinse repeat. The reason for doing things this way is to avoid getting caught up in the sculpting /smoothing /sculpting / smoothing workflow - it will take you much longer to get where you want to go unless you really know what your doing.
Good luck!
There's no reason why you won't be able to fix all these things though. Just take some steps back (subdivisions wise and more) and re-evaluate the shapes, etc.
thanks btw addieo as nice as crit is thats also apprectiated
thanks for the crit on the legs guys but the legs have barley even been touched and the feet havnt even been looked at yet.
let me make the mistakes before you correct them yer :P
and this is the back
Its not bad, its just that your basic forms are totally off, and it would be better time spent if you stopped detailing stuff that isn't even needed yet and instead looked at some anatomy refs.
When studying anatomy pay the closest attention to insertions and origins of the muscles and how they weave and overlap each other. This will result in understanding the muscles as individual dynamic shapes and sculpting/drawing them much more acuratly instead of portraying them as pads as you have done here.
so im older and wiser now, and have decided i wont let this beat me and ive started again
here is my 3 days worth or retrying
thanks for the crit im building a folder of face refrence as we speak
I would also redo the wrinkles on the pants, you should really consider assymetrica wrinklesl because now they feel very unnatural.
also maybe give him a more aggresive face, pull up the nose and make it bigger and give him bigger lips ,loose the babycheecks...
Maybe have a look at the main character from Gears of war, he has a real badass face
Good luck with it mate, looking forward to seeing the end result
thank you for taking the time to have a good indepth crit of my work mate
appreciated but i totally agree with the hands and the face im gonna completley redo i really hate it
i just threw basic detail onto the trousers till i get all his pads and holsters and stuff on him cos they'll need redoing aswell
but thanks for pointing out the hands they stick out like a sore thumb now (no pun intended)
update
All the forms you're showing here are wrong. You seem to have the idea of what you want, and some basic knowledge of the program, but you're sorely lacking in artistic know how. You seem to have the noob disease, where you have all these great ideas in your head, and a burning desire to make them a reality, which is a great thing, btw. It'll fuel your desire to get better.
You need some refs of the actual muscles, how they interact with each other, their placement, what they're for, all that. Not just how they look on a body builder, but how they look under the skin. Here's an example. Also, NEVER make up your own muscles. If you're not sure, image search for reference. Made up muscles read wrong on EVERYTHING
A tip that's been explained already here but warrants repeating, forget details. Work on your proportions, then anatomy, then move on to the rest of it. One thing I used to do that helped me a lot was limit myself to 1 million polys. My computer was stinky way back when, so I couldn't import anything over 1 mil polys into Max, so I had to work with that number. If you do that, it can limit you in a good way, that will force you to rethink what you have, and how to make it better. It can force you to focus on what REALLY matters. Proportion, anatomy, form, weight, the basics. If you can do that with a mil poly's, your work will look better when you take that limit away.
You're getting MUCH better from even the first post, so don't give up. You seem to be on the right track, just concentrate on the basics, get those nailed down, and you'll see a WORLD of difference in your work.
hah after that comment its back to the drawing board :P
thank you for taking the time to crit my work so honestly its really appreaciated my next piec will be infnatly beter or ill eat my hat
youve just motivated me to do better work. thank you
thanks for the crit everyone, crit is welcome on this piece but its nothing special only been working on it for a day
I'm guessing that the ears are still work in progress so I won't comment on them. The mouth has a typical "fish-lip" look I see in a lot of beginners' work. In this case, I think it's caused by the fact you're working from reference of Mickey Rourke. Check out some images of people that haven't had their lips artificially inflated. In particular, pay attention to bottom lip. Don't confuse the colour change between the flesh of the face and the flesh of the lips as being a hard geometry edge. It's actually a soft transition near the corners of the mouth.
hows this?
Are you using references? You don't have to make it look exactly like your reference, but having them on hand for thing like certain parts of the character is a good idea.
But nice improvements so far, keep it up. *thumbs up*
One thing I wanted to mention in addition to everything said, is step back to your lower levels of subdivision, you'll constantly have trouble getting your forms correct by sculpting at the level you're currently on, at this point in your WIP, I should still be seeing faceted faces in the screen grabs - forget the pores, forget the wrinkles e.t.c concentrate on the bone structure under the skin, really try to nail that. Keep going man.
~t
update
crit is more than welcome
quick texture update crit is welcome
another texture update, thanks for the kind words lroy