I have been working on this once a week for at least a month or more. Probably a good 20 hours of work. Its Blanka from Street fighter. Doesn't have the hair yet. Its my first attempt at sculpting exagerated anatomy. I use images of Rodney Coleman to understand how the muscles bulge on a heavy muscled character.
Some plastic surgery to the old woman. I think the base structure is much closer to the original image now. But I could be wrong. The source images are on 3d.sk. SHe is also on the cover of the Art of Softimage book.
I'm open to Comments and Crits.
I have been working on this base topology for the past 2 months, wheneve I just had to do some technical modelling. The topology has been back and forth between zbrush and blender to its current point, in zbrush. I had to see what worked best, and didn't smooth out horribly. I ended up removing a lot of details from the base topology, since it seemed to prevent me from sculpting fluidly. I think its finally ready to sculpt. My goal is to sculpt essentially the entire surface, than use this mesh as a base mesh for other women. I'd like to do different body types though.
Some more work done on blanka. I will add his spikey hair last, when he's posed, since I figure that will cause the most problems in terms of posing and creating. Do the pants need to be retopologized to create khaki shorts?
Hey man. Nice to see you keep trying. My advice is grab some ref in your modelling app as a template. Front side back top, what ever you need. Use it to check the proportions of your models. The base mesh seems to have a good topo on the head but the proportion is off.
In zbrush worry about the form 1st. Check that the muscles flow into each other. When you sculpt try take a break from the model. Get coffee or something. Come back and have another look. With "fresh" eyes.
Good luck, I hope my reply was slitely useful.
i like the profile of the old woman, its very gentle.
Thanks for the replies BritSinclair and Rivvenguard. I'm not sure I follow you Britt, but I have since used more references and focused on proportions more. I think the basic anatomy is overall there on this woman. I plan to use her to make more detailed models of different female body types.
Open to comments and crits.
Now I see why womball, I think you are jumping into the details to quickly.
When I am sculpting, I usually spend more time working on the gesture/proportions and the placement of muscles.(details are last.).
Try starting the blanka from sratch, work from general to specific.
Get some good ref. to help you with the anatomy. I'll be checking beck to see your progress, Keep it up.
I will see what I can do about blanka, I think he still salavagable. His base mesh was made with a simple zsphere setup.
Here is updates to the actor. Divided up to 2.3 million polys to get a cleaner ear, although I think if retoped it, it could be done in under 1 million polys. Some of the uneven surfaces (noticeable in the ears and around the upper eyelids are a result of the base topology, which is just a cube3d.
Tear it up!
Crits annd comments always welcome.
Hey Nathan! You have made much improvement in your sculpting, dude! just watch the proportions for that nude woman. For the last one, I think you should leave a bit more horizontal space under the chin before you start the neck. Watch the positioning of the ear too, because it can greatly influence the face-cranium-neck relationship.
yeah the last head's much better than the previous attempts. I'd say lower your subd levels and sculpt those big forms a bit more - like the nose thickness, the definition of the eyelids... set your smooth brush to very low intensity and make it big and gently brush over the entire head then go back and redifine the details some more...
@anandpg- thanks for checking this out! I fixed the ears, by sticking to a side view image of the actor. Hopefully the chin looks better.
@Intervain- Thanks for stopping by and the compliment! How do you adjust the intensity of the smooth tool? I did a smooth over with the new topology, but there are a few areas I want to tweak a bit more, before I post the head without wires.
THe base topology is now 888 polys and at the highest level 840 k. Quite an improvement over the 2 million poly beginning. Although the topology isn't the greatest, its mainly quads. Kind of dense though.