You say you want to get good at modeling, but you also want to learn how to do (sculpt) characters. Those 2 in essence are not necessarily the same thing. If it's learning how to do hard surface models, then pick up any poly-modeling app and dive in. I would even suggest trying more than one app, so you get a sense of…
hey stevston89, Thanks for the paintover it really helped. So I'm finnally done the sculpt, Im going to retopo the sculpt and then before making the textures I'm going to go back to the sculpt and make sure everything is finished and then img oing to go in and finish this, I've learned alot sculpting this this will be the…
Next I moved onto making some sand bags, just to get the general elements of the scene in place I initially planned on sculpting these so I can get a little bit more details since in the reference image there's quite a few stacked on top of each other both around the shrine and on top of it. I was thinking to potentially…
Here is my update after a wonderful Fathers Day, Normally I would Retopo the final Finished sculpt, but i wanted to do some procedural Sculpting/Texturing So I needed to create a uv map. Hoping it doesn't bite me in the butt and then I'd need to retopo again. Next up is Modeling the Pearls, Shells and extra hair wisps.…
Alright, step one is to work from the lowest subdivision. This is integral to building forms in the sculpt. I also highly recommend looking at some sculpting timelapses in order to gain inspiration. Find some images to base your headsculpt off of. It doesn't have to be accurate to it, so long as you get an idea of the…
There are 3 basic components to this whole thing: the mesh you start with, the high-poly sculpt, and the mesh you want to use in the game. Sometimes the basemesh and gamemesh can be the very same mesh, and sometimes they are two completely different things. If they are the same, just drop down the the lowest subdivision in…
Modern workflow for a character is to: a.) create a basemesh. b.) Sculpt the high-poly details into that basemesh. c.) create a new animation ready mesh that matches the silhouette of your high-poly sculpt. d.) bake the high-poly information down into a low-res mesh. Right now you are at step A. The basemesh you are…
If you're doing the baking in zbrush, the trick is to make sure the lowest subdivision level has the topoplogy and UVs that you want your game-mesh to have. Usually that's not the case as a sculpting basemesh is built for subdivision sculpting instead of optimized animation, and typically does not even have UVs. The…
I would honestly suggest you start with a low poly model. Your sculpt reminds me of my own results with Dynamesh and for me it works far better to make the base meshes of the objects first. This allows you to focus on anatomy and proportions and the basic (really basic shapes!) and not getting carried away by details. It…
I managed to drown out all the details from my sculpt in the pedestal but I have finished the first pass texturing the prop. I'm not very good at sculpting yet and haven't spent a lot of time on it. I may need to spend some time focusing on sculpting techniques. https://skfb.ly/oOEDW