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Sketchbook: Tim Smith

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DustyShinigami polycounter lvl 6

Hi. Welcome to my digital sketchbook. I hope I go about this right. I specialise in characters and I'm aiming to focus on real-time for my portfolio. I'll be using this to log my progress with a new project I'll be starting. I'm planning on making my first ever mech/robot. Due to the time-frame I have, I'm not planning on anything crazy complex, so I've decided to pick the Death Egg Robot from Sonic 2. :) I plan on making a real-time version of it, so apart from my usual breakdowns and research, I need to find similar projects of anime-styled mechs that have been made real-time.

Any feedback or suggestions throughout this would be super welcome! :)

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  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Next couple of exercises done. Another planar, based on one from Anatomy for Sculptors, and then a different planar, which was in two parts.







  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Next exercise done - an Asaro planar head




  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Been struggling mentally lately and as a result I've been struggling to sculpt heads. So I've not made any progress with the exercises. However, I have been working on a skull project and my Witcher character.

    For the skull, I've blocked it out:

    And for the Witcher character I've been focusing on secondary forms around the forehead and eyelids:



  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Will be re-approaching my Witcher character's secondary forms after some feedback I received. Will be using a scanned mesh as reference rather than images of the game character models. Also, this is the last head exercise I managed to complete after reaching a bit of a mental block:


    And my current progress with my skull project... Currently working on the secondary forms:


  • zetheros
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    zetheros polycount lvl 666
    Are you sculpting in orthographic? you can press P to switch to perspective mode. Pick up a copy of Anatomy for Sculptors https://anatomy4sculptors.com/

    You can use Ryan's skeleton mesh for reference, it comes with Zbrush by default. 

  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    zetheros said:
    Are you sculpting in orthographic? you can press P to switch to perspective mode. Pick up a copy of Anatomy for Sculptors https://anatomy4sculptors.com/

    You can use Ryan's skeleton mesh for reference, it comes with Zbrush by default. 

    Yeah, I usually work in orthographic. ^^ And yep, I have a copy of Anatomy for Sculptors; have it right next to me. I've also been using a European skull scan from the 3D Scan Store and checking that over in split screen mode. Plus, I have a model of a skull on my desk. :)
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Progress on the secondary forms of my Witcher character. Just a bit more refinement to the traps, sternocleidomastoid, and ears.



  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Current progress replicating a 3D Scan Store head scan:





  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Progress with the scanned head. This is probably where I'll leave this one.


    The next one I aim to push further and add more secondary forms.

    Also, current progress with Witcher character. Changed a lot thanks to some helpful feedback and emphasised a lot of the forms. Also corrected the eyelids. Just need to do some refinements and re-add some creases/folds.



  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Current progress with Witcher project. Done more tweaks and refinements and added the folds and wrinkles back to the forehead and eyelids. Just doing some final tweaking and then I'll clean up the noise and I should be good to go to move onto the clothing and armour in Marvelous Designer. :)





  • stray
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    stray keyframe
    Nice progress!
    He's got... interesting proportions. Like his head is a bit too big? Or maybe he's just short of height?
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    stray said:
    Nice progress!
    He's got... interesting proportions. Like his head is a bit too big? Or maybe he's just short of height?
    I'll bring a skull mesh in and check, thanks. I adjusted the scale yesterday so he's around 180cm. Checking the Witcher models from The Witcher 3, they're about the same - 180.
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    stray said:
    Nice progress!
    He's got... interesting proportions. Like his head is a bit too big? Or maybe he's just short of height?
    Yeah, you're right. It is a bit big. I'll adjust that now. Thanks for pointing that out. :)


  • DustyShinigami
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    DustyShinigami polycounter lvl 6
  • stray
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    stray keyframe
    What I meant was head size in relation to the whole body :)
    He's about 7 heads tall in latest full body screenshots... for 180cm feels like he's missing at least half a head, so to speak.
    Then again, maybe I'm wrong.
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    stray said:
    What I meant was head size in relation to the whole body :)
    He's about 7 heads tall in latest full body screenshots... for 180cm feels like he's missing at least half a head, so to speak.
    Then again, maybe I'm wrong.
    Ahhh, my mistake. Hmm. I'll check the default base mesh I started with and compare.
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    stray said:
    What I meant was head size in relation to the whole body :)
    He's about 7 heads tall in latest full body screenshots... for 180cm feels like he's missing at least half a head, so to speak.
    Then again, maybe I'm wrong.
    Okay, so the default base mesh is around 178cm, so roughly 180. And it's about 8 and a half heads tall, or there abouts. For my character, the chin needs moving up so the neck is a bit longer and the top of the head needs moving up a bit.


  • stray
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    stray keyframe
    Okay, so the default base mesh is around 178cm, so roughly 180. And it's about 8 and a half heads tall, or there abouts. 
    Not to nitpick, but you've seem to accumulate quite an error by placing measurement heads so unevenly: in most examples I've seen they are placed so that the bottom of the chin is on the same line with the top of the next head.
  • Celosia
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    Celosia greentooth
    I agree his head-to-body proportions are a bit off if the intention is to have a taller character.

    There are a few other things that could be revised, but the most important is a structural mistake in the head which immediately stands out, specially in profile: Ear placement.

    Unfortunately the skull you're using is missing the ear hole, a vital landmark for the head. When it's not being actively considered when placing features and your ref lacks it it's very likely the ear will drift. When it drifts other features tend to also drift, with jaw and sternocleidomastoid and hairline usually being the worst victims.



    In this case because the ear is so high the sternocleidomastoid is attaching to the side of the skull instead of to roughly the underside of the protuberance in the temporal bone. He'd also have odd sideburns and beard as it is, and a vast expanse of empty back rim of the jaw below the ear.
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    stray said:
    Okay, so the default base mesh is around 178cm, so roughly 180. And it's about 8 and a half heads tall, or there abouts. 
    Not to nitpick, but you've seem to accumulate quite an error by placing measurement heads so unevenly: in most examples I've seen they are placed so that the bottom of the chin is on the same line with the top of the next head.
    Ahh. My bad. Again. ^^; Yeah, it's about 7 and a half.


  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Celosia said:
    I agree his head-to-body proportions are a bit off if the intention is to have a taller character.

    There are a few other things that could be revised, but the most important is a structural mistake in the head which immediately stands out, specially in profile: Ear placement.

    Unfortunately the skull you're using is missing the ear hole, a vital landmark for the head. When it's not being actively considered when placing features and your ref lacks it it's very likely the ear will drift. When it drifts other features tend to also drift, with jaw and sternocleidomastoid and hairline usually being the worst victims.



    In this case because the ear is so high the sternocleidomastoid is attaching to the side of the skull instead of to roughly the underside of the protuberance in the temporal bone. He'd also have odd sideburns and beard as it is, and a vast expanse of empty back rim of the jaw below the ear.
    No, the skull has it. :) I believe it's a European skull, possibly from the 3D Scan Store:


    But yes, I see what you mean. Thanks. I've moved the skull slightly since adjusting the proportions of the head a little, so the misalignment isn't as great as it was, but the jawline and ear definitely need moving a bit.


  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Okay, I've made corrections to the ear placement and had to re-tweak some areas, such as the mouth. Still not quite happy with it, so I'll need to spend a bit more time re-refining it a bit.



  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Just completed a mouth sculpting exercise via Kingslien's website. Before that, I turned a sphere into a cube, which took me around 15-20 minutes.


    Progress with the second scanned head... I haven't overlayed the meshes yet to check if everything matches up, but will do that soon. Just want to see how much of it I can get through observation.


  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Done tonnes more refinements and cleanup with my character. Hopefully it's in a good place to leave and move onto clothing/armour in Marvelous Designer. :)





  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Current progress with 3D head scan. Aiming to get this finished up and move on by the end of the weekend.


  • Eric Chadwick
    Loving this progression, keep going this is great!
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    I think this is where I'll leave this one. When I do another, I'll probably do an Asian person. Particularly for their eyes/eyelids. But I'll probably return to and finish off the head anatomy course I was following first. Also planning on replicating some traditional sculptures that I have models of.


    Also, this is a nose exercise I did a couple of weeks ago:

  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Another head exercise. Not quite anything like the scanned reference image it's supposed to be like, but I'm just satisfied to get a head sculpt done after the initial struggle.


  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Spent the evening transforming the previous head sculpt from male to female




  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Had some feedback and it was pointed out the neck and traps were too thick, which they were, so I've corrected them.


  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Tweaked the traps and sterno further.


  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Did some final refinements to the neck and traps




  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Female head exercise from scratch...


  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Again - made the same mistake with the thickness of the neck. >_<



  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Haven't posted any progress on my skull for a bit. Been chipping away at secondary forms.

  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Been away for a couple of weeks, though have been working on stuff. Completed the remaining head exercises, including a bonus planar female head.









    Also, this is the progress made with my Witcher character's clothing in Marvelous Designer. Just fixing up some issues with the leather chainmail and all that's left are the boots.




  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    An ear exercise done.




  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Just to give some context, these particular exercises are based on scans of Michelangelo's David, so the anatomy isn't going to be 100%. That's not the aim here. :)




  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Eye exercise done


  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Current progress with skull. Enjoying going over the secondary forms/shapes. Considering taking this all the way to a portfolio piece.






  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Secondary form progress...





  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Clothing for my character is done in Marvelous Designner. Now working through optimising in Maya.









  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Also, completed my first attempt at a skull without reference.





  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Some paintovers of the mistakes made with the skull.









  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Another three attempts with a skull. Two from memory and another with reference in 30 minutes. Still feel as though I'm making the same mistakes each time.







  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    Absolutely boat-loads of skull exercises from memory and paintovers these past few days. :)













  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    I've finally reached a bit of a milestone with my character project. I knew the chainmail was going to be the most complicated to sort out, but I've finally got it to a point I'm satisfied with. I use a workflow that gets you clean topology and UVs using the flats/UVs from Marvelous Designer. I've transferred the details back from the original to the new HP and added thickness back in ZBrush. I just need to sort the UVs out and then it'll be ready to clean up some of the issues from the thickness and simulation and add additional details in ZBrush.






  • iam717
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    iam717 ngon master
    Yes that is how its done, just C&C your own stuff sometimes, its worth noting for new users joining and lurkers, but again post anyway people might see things you missed and inform you, i liked the skull anatomy updates.  

    About the M.D. & Z. action, hopefully you found the video of the clothing tutorial with maya and M.D.i hear it is much easier on 3d users that process, cause of that option that is available in maya.  Just came to say neat updates.
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    iam717 said:
    Yes that is how its done, just C&C your own stuff sometimes, its worth noting for new users joining and lurkers, but again post anyway people might see things you missed and inform you, i liked the skull anatomy updates.  

    About the M.D. & Z. action, hopefully you found the video of the clothing tutorial with maya and M.D.i hear it is much easier on 3d users that process, cause of that option that is available in maya.  Just came to say neat updates.
    Thank you. ^_^ Which video is that? I've been following and using a combination of a guide posted on ArtStation and Laura Gallagher's from Outgang.
  • DustyShinigami
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    DustyShinigami polycounter lvl 6
    These are the last few exercises of the skull from memory:



    By this point I was getting a bit frustrated as it just felt I kept making the same mistakes over and over and over. :-\

    So it was recommended to me to put what I have learnt to the test and sculpt an anatomy head instead. One that includes muscle and fat pads etc. So after that I'll probably attempt a few of those from memory and eventually do some more skulls. But going forward, I'll write some notes of the areas that I've painted over to check as I work.
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