I am working on a next-gen realistic game version of Thorin. I started working on the sculpt and the lowpoly. Still alot of cleanup and adjustments to be done before going on. progress so far:
Bagelhero what youre saying is true. i think along the way i mis informed some of you by accident. First of all i'm using a lot more reference. you can see a few of the reference pictures below. Secondly i am focusing on the hair a little so i have some time to really think about what was said and what i need to work on. (…
also I forgot to mention, you should be working on a much lower division lebel when working on primary details. If you dont have any, use zremesher with 'half' checked and you should get a better.
first of all tank you all for giving such great suggestions and information. I had some more time for this project and this is what i got know. The nose still needs tweaking as do the cheeks and eyebrows but i am happy how the sculpt is going along. Here is a side to side pic with some more reference i looked up.
I agree with pretty much everything BagelHero said. I get that you want to make something cool right off the bat but that's just wishful thinking. For starters, i would just try to sculpt a generic head but nail the anatomy. Sculpt that planes of the head model if you want...that would be great practice. And doing it will…
I think you should stop and re-evaluate your goals. This sculpt right now is very muddy (you started and continued to work at a very high resolution and that is the main cause of this, though lack of thorough knowledge of anatomy and forms is a close second), and what I would like to ask is: What would jumping ahead to…
Rotoscope for likeness. Printscreen zbrush, overlay in photoshop to see how far you're off. Make adjustments until they match. Thing you have to realise, is a 1mm difference in places like the eyes will make them look like a different person all together. A 1/8th inch placement difference in the nose length will make it…