Hi every one. I've started doing some high poly modelling, and wanted to post up what I've done so far and see if anyone has any hints or tips as to improve or where to go from there.
here's the work progress so just leave some comments that you think may help
Its a good start, but its lacking overall flow: there is lots of detail and ripply folds and bumps, but it doesn't seem to be cohesive. Try to draw out the skull of the dragon on a piece of paper, and then model the head with the fictional skull as a reference.
.do not use nonsense shiny material. ESPECIALLY when sculpting. You will lose control of your forms instantly. Stick with matcap grey or a similar simple material. Watch your forms as you work on basic macro shapes. Similar to what kaze said, start with the underlying structure. Make sure there IS one before you start going in and adding grit and bumps. I'd advise staying at a low enough resoluation you can't even do any of that until you really nail it. Macro and mid level detail until you feel good, and then move on to bumps and wrinkles.
Its a good start, but its lacking overall flow: there is lots of detail and ripply folds and bumps, but it doesn't seem to be cohesive. Try to draw out the skull of the dragon on a piece of paper, and then model the head with the fictional skull as a reference.
Replies
It looks like you went mad with some sort of ripple tool too.
.do not use nonsense shiny material. ESPECIALLY when sculpting. You will lose control of your forms instantly. Stick with matcap grey or a similar simple material. Watch your forms as you work on basic macro shapes. Similar to what kaze said, start with the underlying structure. Make sure there IS one before you start going in and adding grit and bumps. I'd advise staying at a low enough resoluation you can't even do any of that until you really nail it. Macro and mid level detail until you feel good, and then move on to bumps and wrinkles.
Anyway, good start.
Also, This.