It’s a pleasure to help others.
I gather some refs in a pinterest page. There is one with a similar outfit you sculpt, it could be useful
It’s a pleasure to help others.
I gather some refs in a pinterest page. There is one with a similar outfit you sculpt, it could be useful
I photoshop your orthographic views (very useful to have that)
I think the body look much more accurate now: I just scale down the body except the head) and lower down the shoulder to give him some neck.
Scote you were right, I looked again at the references, and I saw that the body should be the height of 4 heads. Here’s the fixed result, I feel that the hands are a still a tad off, but fixing it will be no biggie. After that- I will be posing the character and improving the likeness further.
What is your ref for the side view head? I think you could match it more… the nose and the mouth seem a bit off. Maybe It’s just the rotation to match the front image you are using.
these two are the best side references so far, both of them are not perfect. I have a dozen screenshots from interviews and stuff.
Your second side ref is good. There is no head angle to it versus the first one. I found one from the Emmys:
That’s a good one for you, more beard eheh but you could interpret the chin
lets texture and render this badass!
Yah look great man. Nice improvement
Impressive!
nice work!
A test in vray, I feel that this is a bit flat, and i need to work more to see the detail, but overall the direction is right. As usually I’ll be happy to hear feedback and suggestions.
My lack of any real expertise in texturing forbids me to provide any meaningful feedback but I’d say that it looks breathtaking. Feels very much alive!
I have a question, if you are kind enough to explain. How many subdivisions deep do you go for the sculpt and around what subdivision do you spend most of your time? I’m trying to sculpt better and one thing I know I do wrong, and trying to rectify, is that I go too deep too quickly for micro level detail while my main forms and volume still need work
I try not to dive into detail, until the last moment, so lets say if I’m working on a head sculpt I usually don’t go past 100-500K vertices until I’m done with all the volumes and shapes. Generally I would say that for me it’s 20-30% of the time for big shapes, 60% for medium shapes, and the rest for detailing. Hope that helps, Good luck!
Mmm, nice!
You should remove depth of field. Its all blur for some reason. For now I think its better to remove it, it take render time anyway
A test in vray, I feel that this is a bit flat, and i need to work more to see the detail, but overall the direction is right. As usually I’ll be happy to hear feedback and suggestions.
First of all, you done a really nice job on him. Without reference of a midget I couldn’t be sure, but anatomically his thumb looks too long, his hands could do with a little refining as in their form.
The flatness is coming mainly from lack of surface reflection, and skin detail. Looks like your using either a soft box or pure GI, could do with some Area lights, small enough to get tighter shadows in Vray. The new ALSurface for Vray would look nice on his skin, but the SSS2 is also nice. Maybe some more skin detail, colour variation, but the skin detail could be there but hidden behind what looks to be Blur filter or DOF applied wrong. At this stage sharpness and detail along with stronger shadows and contrast should be present to make it Pop.
Keep up the good work, your doing well on this.
Dan
Here’s an improved version, I need to fix the hair a bit from the side. Thanks for the feedback everyone.
Btw, there’s no Depth of field here, nor was before.
couldn’t upload good quality, so if you want to see a better resolution visit my artstation:
https://www.artstation.com/artwork/ZD0ZG