And seriously, stop smoothing everything. Just replicate one of the planar face models we gave you, and then we'll talk about edging it closer to realism or whatever else you're aiming for. Foundations first, confusion later. You don't need to confuse yourself with steps that come later, just focus on what's right in front…
That's the thing though, realism isn't my end goal (at least not in the production I'm working on and will be for the next year or two). A stylised sculpt is the direction I want to take this in but I do appreciate that all stylised work has roots in realism. To illustrate what I want to achieve I think it's best to look…
The point is.. when you don't even have a basis of realism, you'll have a hard time stylizing it. Most devs do stylized because it takes less time.. that might be so, but it's also a lot harder to stylize correctly if you don't have a good base to stand on. Which would result in you being frustrated and struggling more and…
Ah, that's why I haven't gone 100% stylized- I don't know enough fundamentals to do that yet. Though I suppose this halfway effort to be stylized isn't helping me a lot so I'm gonna change the proportions a bit for this piece to be more realistic and start another that is 100% stylized. And I have a good reason to go the…
If you are really going for this anime look.. then you got a whole lot of work to do. :D Actually, it would've been interesting to know this sooner :poly121: What nails the anime look is big eyes, large forehead, pointy chin, small nose and mouth and in some cases a very small neck. The thing that makes these characters…