Okay, I have started on my first, from scratch head sculpt today. Thought i had a good low poly mesh done and ready for z-brush sculpting, and then I found this
It just gets worse as I divide and won't stay pushed in.
Any tips or suggestions on how to fix this problem would be greatly appreciated. This is my first head sculpt and I want to do it right and get into good habits.
Replies
@jarrede
Thanks for the suggestion
try to move your points around to see whats really going on and fix it
1) Any tips for making lips? Make sticking out lips in Maya first or puff them out in Z-brush?
2) Any specific suggestions for how to make my face more feminine (as the head is meant to be a lady...eventually).
And one last thing. Your topology looks kinda weak. I don't see much in the way of edgeloops around the eyes and mouth. You should adress that as it will give you issues when you get into deeper detail. Here is some reference on topology: http://imgur.com/a/rRmHQ#5wwXS
Also while the general proportions of the head look all right the shape is looking rather off, especially in profile.
@Urbonov: Do you use the dam_standard brush? I rely on it a lot for the lips (I guess you could use your own brush anyway)
Even for a basic lips, personally I'd add a few subdivision before getting into it!
You could start with the obvious, do simple line.
it should be a bit deeper on the ends than on the center (that's how I do it at least), so go over the line a few times until you feel it's right (don't overdo it).
Then, do another line to do the top of the lip, except use zAdd instead of zSub, that way you'll bring the top of the lips forward.
Then do a thick deep line for the bottom lip, but don't make it start/end at the same place the top lip, like in cartoons, just do a short line below, and blur it quite a bit.
Then use inflate to give the lips some volume.
Now maybe you can use pinch to bring the lips together a bit, and refine the shape!
You can bring each end of the lips backwards with the move brush, becasue that's how lips are shaped, they're not planar! You might want to view your face from below for this!
And you may add some random vertical lines, to give it a little detail, if you want.
Hope you liked the tut, haha! cya l8r!
That was an awesome step by step! Thanks so much.
Remember that if you're working with higher poly mesh, you already have more detail in level 0, so level 2 would already have plenty of detail, but if your mesh at level 0 is very very low poly, you'd need like level 5 to get enough detail, know what I mean?
Basically press Ctrl+D whenever you feel like you need more polygon density. Personally I don't stay at low levels for too long! I rather go to the higher subdivision levels fast, but that's just me, and I'm learning as well.
Oh, if you happen to add one too many subdivision levels, you can always go back to a lower subdivision levels and click on 'Del Higher' in the Geometry tab!