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Requesting a critique on this woman head sculpt I made in blender

Hey everyone I need a harsh critique on this female head sculpt I made in blender so don't hold back 

Replies

  • zetheros
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    zetheros quad damage
    imo give her some pupils or it'll be difficult to sculpt the eyelid and surrounding geometry correctly
  • Celosia
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    Celosia polygon
    Hello! I don't have harsh words but hopefully I have useful a critique.

    You're showing an ortho view of the sculpt. Did you also sculpt in ortho? This can be very challenging and look wrong once you switch to the target focal length in perspective. When working from references look up "focal length portrait" to get a sense of which one your ref is using and try to match it in one viewport. A personal tip for working in Blender is to make full use of its features: If you have very close view in other viewports bump their length to something between 70-100mm for portraits. It also helps to use a light setup similar to references and check your work in the rendered view once in a while.

    Now, one thing that stood out about the anatomy in your sculpt are the ears position. They're high in the skull, to the point the jaw also looks off in relation to it. The ear hole always goes under zygomatic arch. The back of the skull is also shallow and high. A good rule of thumb is to position the ear hole roughly in the middle of the skull in profile, that will inform the depth and position of the back of the skull.

    The jaw also seems too low because it's ending too soon. Taking Sarah Jessica Park as an example of long thin face, you'll see the corner of her mandible is still very close to the ear, it's the bottom of the jaw that curves upwards to create the angular face.

    From profile the lower eyelids and zygomatic bone (cheeks) also seem a bit too sunken in in relation to the upper eyelids and mouth bag. Whenever you can try to work in profile first, getting it right makes everything fall into place more easily once you start to sculpt the front view.

    There are other areas that could use more work and definition, but for now these are the major structural points needing work. I should say you've done a nice job overall, I like that you're thinking about neck muscles, gave the ear some angle, was careful to define the forehead and gave some attention to the lips definition as well. Good job!
  • bb3dexe
    zetheros said:
    imo give her some pupils or it'll be difficult to sculpt the eyelid and surrounding geometry correctly
    Celosia said:
    Hello! I don't have harsh words but hopefully I have useful a critique.

    You're showing an ortho view of the sculpt. Did you also sculpt in ortho? This can be very challenging and look wrong once you switch to the target focal length in perspective. When working from references look up "focal length portrait" to get a sense of which one your ref is using and try to match it in one viewport. A personal tip for working in Blender is to make full use of its features: If you have very close view in other viewports bump their length to something between 70-100mm for portraits. It also helps to use a light setup similar to references and check your work in the rendered view once in a while.

    Now, one thing that stood out about the anatomy in your sculpt are the ears position. They're high in the skull, to the point the jaw also looks off in relation to it. The ear hole always goes under zygomatic arch. The back of the skull is also shallow and high. A good rule of thumb is to position the ear hole roughly in the middle of the skull in profile, that will inform the depth and position of the back of the skull.

    The jaw also seems too low because it's ending too soon. Taking Sarah Jessica Park as an example of long thin face, you'll see the corner of her mandible is still very close to the ear, it's the bottom of the jaw that curves upwards to create the angular face.

    From profile the lower eyelids and zygomatic bone (cheeks) also seem a bit too sunken in in relation to the upper eyelids and mouth bag. Whenever you can try to work in profile first, getting it right makes everything fall into place more easily once you start to sculpt the front view.

    There are other areas that could use more work and definition, but for now these are the major structural points needing work. I should say you've done a nice job overall, I like that you're thinking about neck muscles, gave the ear some angle, was careful to define the forehead and gave some attention to the lips definition as well. Good job!
    Thanks for the critiques I went in and fixed (tried) all the problems you stated I noticed drastic improvement the ears it seems like it drifted away from its original spot while  shaping the head next time I will put a guide overlay on top of the model so the features remain in their correct location sculpted with a 90mm focal view I sculpted a head from memory and for reference I searched eyes,ears,nose,mouth to make sure they weren't out of proportion during the refining phase. this head was 90% from memory I toggled through ortho(mostly) and perspective view 
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