I am having an issue when sculpting in Mudbox. As you may or may not be able to see in the image, when I sculpt I am getting jagged geo and it isnt sculpting properly. I subdivided the model in Max and it mesh smoothed perfectly fine. Now in Mudbox when I sculpt it isnt giving me a smooth sculpt. Does anyone know why? Also…
Anatomy Study Hi! I decided to make that thread to share with you my last sculpts. I'm not a good at anatomy digital-sculpting, I know, but I trying to achieve good level in this part of graphic because I really really like sculpting. At this momemnt my goal is to spent on sculpting every time when I have time for this,…
A good friend of mine (Jason Kane) recently started up a new site dedicated to digital sculpture. It's not about games or film specifically, or Zbrush or mudbox, just cool sculpting. I thought some of the folks around here would like to check it out as there's some really cool work going on there. http://www.cgsculpt.org…
Actually, I'm not really sure if I'm making any sense to myself at the moment. Might have stayed up for a bit too long. I just had a look at my own latest wooden sculpt and realized I sculpted it in myself :p What I meant though, is that when taking a look at a lot of photos of wood, which would be used as a base for the…
Additionally, this is my most recent face sculpt from about two months ago: For this sculpt I used this photograph as my main reference. Here is another recent sculpt I made for an Artstation contest: I did not use any photographs or major reference images when sculpting this face (as it was intended to be painted over…
depends what your doing it for some of the characters ive worked on were for isometric games therefore best to sculpt in orthographic (or wat ever its called) but i find that you can sculpt in either one for quick sculpts and concepting but ive had the same thing with people telling me to or not to sculpt in perspective…
Hi guys! I am working on a project for my university right now. We were told to redesign an existing fighter character so I chose Taokaka from BlazBlue. We have to redesign the character, model, sculpt and retop it as well, the usual process really. Here's a concept I did for her: I will be moving on to the modeling now,…
These are 2 types of workflow. From what i've seen , High to Low poly is mostly used when making organic models. They first sculpt the character with anatomical details since it is faster to sculpt than block out an entire human body made of polygons. So they basically sculpt a human body made of millions of polygons (or…
I think it might help to study snake anatomy, and incorporate that into your sculpt. They tend to have really distinctive, and frankly really beautiful, skull & muscle shapes which you could exaggerate a little. Since they are a focal point of interest.
Since Autodesk is not willing to address the space navigator driver issue with Mudbox i had no other choice then to switch to a sculpt software that support it aka Blender. I suffer a great deal from RSI and the 3d mouse save me from abandoning my career as a game developer. I can now sculpt with silky smooth movement…