I would like to request a crritique and help from the community Here I do not use Blender at all (ZBrush only), but Blenderartists folks have been very responsive and helpful in the past. I would like to ask for advice once again. This time I post an early sculpt so I can get corrected earlier (unlike the previous sculpt I’ve requested help for on the later stages of the project, when correcttions were hard to introduce).
Please, could you correct me where I am wrong with major proportions?
Thank you
And here it goes! Final version! Thanks to everyone who was helping me so much along the way!
Very nice model! Lucky you to have zbrush… shame it’s so expensive… This looks like a very nice clean model! Good job! Could be nice to see it textured too!
I don’t see it as lucky the OP has zbrush, Most likely there was some work put in to acquire it. But I love the results, I can’t wait to see one with teeth and textured…Make sure it has a few gold teeth too, And a bottle of rum.
FXR, please, do not use my sculpt as a reference… it has a ton of mistakes and also even the best artist makes mistakes, so it is always better to sculpt from the real thing. It is hard to get one, but I’ve been using Skull Sketcher - 3d free app that allows you to rotate a real 3d scanned skull. It will be much more accurate. Contains both male and female skulls.
here is the screenshot I used from it for a quick reference.
Hey! I, if there are no corrections and remarks on the current version, am going to add another suubdivision layer (analagous to Blender’s multiresolution modifier) and start sculpting finer detail, like teeth :))) I think I will just carve them in the mouthplate
Photox, love your entry at the competition! I hope you’ll win:) I will make something of it for sure, do not have a clear plan, but will make a character most probably :)))
Hey! Thanks for nice words! If you are into character modelling, you should definitely give ZBrush a try. It is amazingly powerful modelling software. Its main virtue is in ability to manage up to 5 mln polys in the viewport without lagging, allowing you to go for amazing detalis there. Interface is a bit confusing, but none of the applications will seem to you too difficult after Blender I got a hang of it on the first day, but after watching like ten tutorials.
I will do retopo of the skull after I have all the details sculpted in And I am not using any sort of dynamic topology. I think, this concept is absent in ZBrush (I might be unaware of it, though). You just usually start with a very dense mech and then you can subdivide it even further, but saving an ability to go back to lower resolution mesh (analagous to multiresolution modifier in Blender). There are a lot of inreresting fuctions in ZBrush, like Dynamesh. It is an algorythm that checks your model for stretched or jammed together polys and evens them out, so you end up with more or less equal polys all over your sculpt.
Overall, it is a bit messy of a programm. Some menus are small and clear, some have gazillion of sliders. Its just takes time to learn all of its hidden abilities. Again, not too different from Blender in this sense :))))