I've been doing some sculpting in attempt to learn the ropes of zbrush and better my understanding of anatomy. Instead of doing just a t-pose for the final version I want to do something in the same vein as classic sculptures, posed and with some drapery like so:
Here's my progress so far, working on making sure anatomy is correct before I transpose it and then adjust muscles according the pose.
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Jumped quite a bit from my last post, the cloth is kind of a first pass. Comments and crits are always welcome.
on the front vie you can see how much space you have left between the clavicles and the trapezoids on the back so you might have to move them closer together i believe. On the back with blue i think you should take some of that off to and with green is where i think the column of the trapezoids should be just a bit more toward the back/down and inwards toward the center of the neck forming the space between them for the 7th cv. Also the elbow might need some more work and the back of the bent knee but those are always hard to get right! I hope this was of some help.
First thing you should do is apply a full black material and look at the silhouette, the forearm should jump out at you immediately, especially in the back view, the bones don't seem to line up from the elbow to the hand, like all the muscle mass is on top and the bone at the bottom. Go over the whole body and find strange angles and proportions that don't make sense.
Drop down another level (or until you see a "pixelated" look of the lower levels) and carve out each muscles. Note that i said carve, not add material.
Once you have carved your way around anatomy and can't do anymore, subdivide and repreat the process, as more geometry is available, you'll also be able to make solid hard surface breaks between muscles (make heavy use of planar and trim type brushes!)
If you skip this step, you'll have a wonky wobbly surface, like you have now.
There is a bunch of key areas that have bone poking through the skin, those are helpful in correcting proportions and "hanging" muscles correctly, if you don't have these present in the anatomy, it takes away a lot of realism and structure.
I hope that made sense and helped somehow.
Disanski and Neox adding a bit of weight and fixing joints shouldn't be too hard, thanks for pointing those out.
Psyk0, really helpful advice, thank you. The biggest problem I have trying to smooth it out is that I started it in dynamesh and this is my lowest subdivision, and going to a lower res in dynamesh was causing the hands to kind of melt together. If I have to just have to retopo it and start over, it's not that big of a deal, because I definitely see what you mean looking at it again. I probably should have started with a base mesh in the first place, but hey making mistakes, that's how you learn!
I went back and redid the muscles, I think it's starting to shape up better. I still would like to go back and pose it again, but nailing down the forms should come first. Comments and Crits appreciated.
I think I'm calling this done for now, unless there is something that obvious that needs to be fixed. Thanks to everyone who gave suggestions!
heres a couple of point that i saw:
the link btween shoulder and bicep . bicep should go more under the armpit.
the overall shape oof the feet.
in the back of the knee you shouldnt have those 2 "stripes" they are just there when the leg is bended.
the clavicle should be raised
you sould double check your refs for the upper back and the neck
. i think that theres a couple of things in the face too but i dont see really well in those shots.
hope this helped and im waiting for updates!
Close up of the face in case someone want to see the detail better, took the hair off since it's in the way a bit.
Also a close up of the male face since there was interest in seeing that.
Finished with the female study, crits and such are always appreciated.
You don't have to follow the same rule, but that neck on the lady is looking really thick...someone who breaks bricks with her forehead thick.
Keep trying, you just need some time and it will be good. Women are really hard to do.
Ah, this is one of the main problems with 'old school' sculpts. They had to exaggerate and do certain naughty things to female sculpts to really show it was a female, I guess we can blame the Greeks and Romans for the idealization of the female form since back then ;P
Hence why looking at real-life people and try to transfer them into sculpts can become a challenge.
Your facial features may also be a bit off since classical features were very soft, and rounded while still being lean. You've really pushed the underlying bone and muscle structure which to me is what throws the face off from looking like a typical "David". The faces were generally very androgynous so the males were less masculine, and the females less "runway model"-esque.