@Alex; I'm still an amateur myself, but really it can be either. Base meshes are good for staying with certain boundaries you're trying to achieve, and a zsphere is good for the same thing. Personally, I start off with a 3D Sphere and just use the move tool to capture the silhouette of a head. It's not 100% accurate for capturing specifics, but it works.
I felt the torso section on the previous piece was really weak, so I went ahead and made another:
Daily sculpt for yesterday. Tried to pay more attention on the eyes, and other anatomical correction by using much more ref:
Last edited by Moosey_G; 05-12-2012 at 07:33 PM..
Autocon: I grade everything in terms of how many Skittles I award to each game. Like uncharted 2 got 184 Skittles. I also award and factor in things like color and taste of the Skittles too making it a very robust and diverse grading system.
Vig: I'll close with, "If you made art half as well as you bitch, we would all be rich."
@Alex; I'm still an amateur myself, but really it can be either. Base meshes are good for staying with certain boundaries you're trying to achieve, and a zsphere is good for the same thing. Personally, I start off with a 3D Sphere and just use the move tool to capture the silhouette of a head. It's not 100% accurate for capturing specifics, but it works.
I felt the torso section on the previous piece was really weak, so I went ahead and made another:
Daily sculpt for yesterday. Tried to pay more attention on the eyes, and other anatomical correction by using much more ref:
I've actually been following your stuff on another forum, that's what made me want to try working with Z-Brush again.
I've actually been following your stuff on another forum, that's what made me want to try working with Z-Brush again.
Ah, that forum Yes I would definitely try to work more with Zbrush, I've found it very rewarding.
Trying to push realism more than forms from now on. Probably going to do some eye and nose studies instead of another sculpt.
Autocon: I grade everything in terms of how many Skittles I award to each game. Like uncharted 2 got 184 Skittles. I also award and factor in things like color and taste of the Skittles too making it a very robust and diverse grading system.
Vig: I'll close with, "If you made art half as well as you bitch, we would all be rich."
Ah, that forum Yes I would definitely try to work more with Zbrush, I've found it very rewarding.
Trying to push realism more than forms from now on. Probably going to do some eye and nose studies instead of another sculpt.
I need to try, I've have no traditional art background besides a heavy on in Photography but that doesn't help with sculpting and painting. Do you at all? And also how do you get those eyes, I cannot seem to do any eyes well. Hell I'm struggling with getting the shape of the head to even look 1/6th normal...
Then again I haven't really even looked at any reference or tried I mostly do hard surface stuff.
I need to try, I've have no traditional art background besides a heavy on in Photography but that doesn't help with sculpting and painting. Do you at all? And also how do you get those eyes, I cannot seem to do any eyes well. Hell I'm struggling with getting the shape of the head to even look 1/6th normal...
Then again I haven't really even looked at any reference or tried I mostly do hard surface stuff.
Traditional art techniques do translate over quite well into 3D mediums, but they're not a prerequisite to getting into sculpting. I've found that since I've first starting sculpting you just naturally pick up anatomy, as well as rigorously learn forms. The best thing one can do is study traditional backgrounds and techniques in conjunction with sculpting. I cannot paint very well, and haven't delved too deep into the subject but I have studied a bit of fine art in the past.
As for the eyes, they're probably the hardest part for me to understand. There are a lot of videos of bust sculpting out there, I also study a lot of the pieces here especially from people like Neox and Daphz, as well as using reference from google. Personally, I usually carve out the socket from the nose to the end of the brow, and down to the cheek bone. I draw the cheek bone back in as well as other forms, and then I draw in my eye with the standard brush tool because I like its roundness. After that I add the eyelid margins with the claytool just by layering over the eye itself. Of course you could use a sphere subtool and just layer over that. However I'm thinking about carving the eyes out of a large amount of material, or filling an eye in from already formed eyelid margins.
Like I said, I'm still heavily into the learning myself, I'm sure there are much better resources than I. But most of all, the best way to learn is to get in there and make mistakes yourself. Sometimes I can't even stand to look at my work as I'm doing it, but it's necessary to achieving more.
Edit: I skimmed over your head shape part originally, but I wanted to say it took me a long time to learn how to get the general shape of a good head (still fail a lot) from scratch. A lot of my earlier sculpts were very, very bad. I think I started to get better when I corrected my shape by using photoshop and doing paint overs to get a more aesthetic shape. When I'm shooting for realism I usually spend an hour making a really pleasing and versatile basemesh for my busts. It helps speed up work, I think I held myself back a lot in the past by constantly remaking heads/busts without ref because you spend all your time correcting later instead of getting into the good stuff.
Whew, that was long winded
Also, finished this lip practice, which I actually found very therapeutic! Learned lots of little new things.
Last edited by Moosey_G; 05-14-2012 at 12:29 AM..
Autocon: I grade everything in terms of how many Skittles I award to each game. Like uncharted 2 got 184 Skittles. I also award and factor in things like color and taste of the Skittles too making it a very robust and diverse grading system.
Vig: I'll close with, "If you made art half as well as you bitch, we would all be rich."
Traditional art techniques do translate over quite well into 3D mediums, but they're not a prerequisite to getting into sculpting. I've found that since I've first starting sculpting you just naturally pick up anatomy, as well as rigorously learn forms. The best thing one can do is study traditional backgrounds and techniques in conjunction with sculpting. I cannot paint very well, and haven't delved too deep into the subject but I have studied a bit of fine art in the past.
As for the eyes, they're probably the hardest part for me to understand. There are a lot of videos of bust sculpting out there, I also study a lot of the pieces here especially from people like Neox and Daphz, as well as using reference from google. Personally, I usually carve out the socket from the nose to the end of the brow, and down to the cheek bone. I draw the cheek bone back in as well as other forms, and then I draw in my eye with the standard brush tool because I like its roundness. After that I add the eyelid margins with the claytool just by layering over the eye itself. Of course you could use a sphere subtool and just layer over that. However I'm thinking about carving the eyes out of a large amount of material, or filling an eye in from already formed eyelid margins.
Like I said, I'm still heavily into the learning myself, I'm sure there are much better resources than I. But most of all, the best way to learn is to get in there and make mistakes yourself. Sometimes I can't even stand to look at my work as I'm doing it, but it's necessary to achieving more.
Edit: I skimmed over your head shape part originally, but I wanted to say it took me a long time to learn how to get the general shape of a good head (still fail a lot) from scratch. A lot of my earlier sculpts were very, very bad. I think I started to get better when I corrected my shape by using photoshop and doing paint overs to get a more aesthetic shape. When I'm shooting for realism I usually spend an hour making a really pleasing and versatile basemesh for my busts. It helps speed up work, I think I held myself back a lot in the past by constantly remaking heads/busts without ref because you spend all your time correcting later instead of getting into the good stuff.
Whew, that was long winded
Also, finished this lip practice, which I actually found very therapeutic! Learned lots of little new things.
thanks a lot for all the info, it is very helpful, I plan to get more into Character modeling sometimes next year but I still want to get okay at zbrush. Thanks a lot though!
Just discovered Sculptris from the makers of ZBrush and immediately tried it out. Quite different from what I am used of (SketchUp^^), but pretty fun! Will keep trying it out!
This one took about 50 min
Was surprised my macbook could handle the 650000 tris, but painting isn`t in^^ Can´t wait to test this on my PC :P
Fantasy shall be my Limit
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Still chugging along on the basics. I'm probably going to take a break from time intensive busts and study the planes of the face, the little I read into it proved very helpful!
Thought I'd just post the "finished" piece as an edit, because it's the same model.
Last edited by Moosey_G; 05-15-2012 at 02:50 PM..
Reason: Adding Picture
Autocon: I grade everything in terms of how many Skittles I award to each game. Like uncharted 2 got 184 Skittles. I also award and factor in things like color and taste of the Skittles too making it a very robust and diverse grading system.
Vig: I'll close with, "If you made art half as well as you bitch, we would all be rich."
bhargav
created One of My Never finishing modelson 05-20-2012 09:55 PM
[IMG]file:///C:/Users/acer/Documents/maya/projects/default/images/bike%20ao.jpeg[/IMG]
This is a bike model I intended to make on a concept I drew, Later this seems pretty ridiculous and so this has never been finished. I did modelled my bike later but this is'nt it.
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bhargav
created One of My Never finishing modelson 05-20-2012 10:01 PM
This is a bike model I intended to make on a concept I drew, Later this seems pretty ridiculous and so this has never been finished. I did modelled my bike later but this is not that.
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bhargav
created One of My Never finishing modelson 05-20-2012 10:15 PM
This is a bike model I intended to make on a concept I drew, Later this seems pretty ridiculous and so this has never been finished. I did modelled my bike later but this is not that.
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, null, 4 Posts, Join Date May 2012, Location Hyderabad, India
i finally found the time to do another session, yesterday in the train, started as a free sculpt then i decided to go on with sculpting the dude sitting in front of me. Was pretty hard not to stare to obvious, at some point he slept a while so that helped, but i think he felt a bit too observed, he left the copartment, standing a bit back to me, so i decided to go detailling the back of his head and whatnot to avoid any problems
however i captured that session this time so i'll have to render it out and upload to youtube/vimeo at some point.
Was a bit of a pain in the ass to safe that 4+gig file :X thanks to tor and ryan for helping me though ^^
It is indeed nice! One question, out of curiosity more than anything-- it looked like you were recording within ZBrush as well as with Fraps-- is there a reason behind this?
It is indeed nice! One question, out of curiosity more than anything-- it looked like you were recording within ZBrush as well as with Fraps-- is there a reason behind this?
yeah well, uhm the same as the diskspace information. i recorded with my slate but i couldn't save the movie, i just stopped saving at 4 gigs which we first thought was due to the fat32 disk, so i saved on my system drive which is ntfs, it saved but apperently the file was broken. but the movie was still in ram so i grabbed fraps to record the already recorded movie
and this was the story of how i mobed a movie that fit into the ram with 4 gig but not into a 4 gig file