Maby you do but the others not dude you cant say to some one that his sculpt sucks and if you look at yours That sucks more than any of them :evil:
Find me one instance where I said someone’s sculpt sucked and I will concede defeat. The harshest criticism I have given here was to say that a particular person’s sculpt needed “significant work” and in the same breath I chided another who did in fact say the sculpt sucked.
It is weird that you get attacked like that. Just shows the level of maturity you are dealing with. Dont stop sculpting. Theres no reason to quit.
I would suggest sculpting simpler forms though. Tackling the human anatomy at this point seems more like a huge frustration than an exercise right now. Might want to start with some still-lives. Like a vase or a basket of fruit. If you want to get really crazy do a vase AND some fruit!! But then you are in uncharted territory :o Youll be the Captain Kirk of still-lives ha!!
I’ve been making bodies as training for a career in well, making bodies. Perhaps your’e right though, something else would switch up my routine a bit, and I did enjoy making the vase while doing the ZClassroom tutorials.
Dude you dont have to attack him like that he is just learnin zbrush im a beginner to im improving my skills evry one here was e beginer why dont you post some of your work and se what skills do you have im sure that you are a biginner to. Dont stop Sculpting Twitchmonkey just so you are going to improve your skills.
i always enjoys twitches c&c. i can sort of see the guys point though. you provide such insightful critiques, that it sounds like something a high skilled sculptor would say. but then when someone sees your work (which isnt bad, everyones gota start somewhere)they expect it to be like scott spencers work or something, and they are inclined to think you are just flaming and being overly harsh. i respect the fact that you speak your mind. and its good to have someone providing helpful critiques for a change.
anyway
your latest post is good. youve made some progress. you need to lower the size of the brush and work out the forms more. right now everything is at a good beginning stage, but it still looks a little artificial. keep working it
Omg mdale13 you are so right about this your critiques are like skilled professionalists critiques so dont stop the critics.And you should watch NICKZ
tutorials they are really good they helped me very much.
This thread has attracted more attention in my abscence, actually more attention that my sculpts do. There is a message somewhere in there, but I don’t care enough to find it. I understand the discrepancy between my work and my critiques, I suppose. I mean, I’ve certainly critiqued some fantastic work, though I don’t know if it is then a good idea to dumb down my critiques for that reason.
While I am still not completely sure what needs to be done with this current model, I will probably work on another face msucle study soon, and hopefully that ends up looking a little better.
I just read through this thread from beginning to end, and here’s my take on it.
Twitch, you’re improving by leaps and bounds. And perhaps the greatest compliment I can give someone here: you take feedback really well. It’s very rewarding to see our constructive points reflected in each successive draft, and gratifying to see the destructive attacks shrugged off so politely. I’ve been in your shoes with many a discussion, and have yet to handle one half this well.
For what my opinion is worth, I think users like you are the reason so many veterans help out here. And that users like this other guy (while I’m sure he meant well) are the reason why so many have stopped helping.
33, if I could find a link to the forum rules, I’d ask you to review them. But since I can’t, you’ll just have to take my word for it that you’re way over the line. More so than I’ve ever been, and that’s saying a lot.
Thanks Ctrl. Sorry it took me so long to respond, I just want to have something to show when I did. I wish I had more, to be honest I haven’t been working in Zbrush too much recently. I wanted to continue making the parts of the body in Zbrush while I worked on the whole body using Max and the DVD I got.
Here’s a very early stage of the leg I’m building. There isn’t any detail or any real muscle definition, but I figure if I’m goingh to squash any major form problems, I should do it early on before I make it to the detail work.
[]
I see quite a lot of progress flicking through the pages.
I’de suggest going back to the head sculpting before continueing onto other parts, but thats just the way i work hehe.
Looking forward to seeing more progress.
D tells me I should be doing simpler stuff like vases and you tell me I should continue working on faces, so I figure legs are a good midpoint.
I’ll certainly work more on faces soon though. They’re kind of my thing. The problem with that is that because I like making faces so much, in traditional art and now in 3d sculpting, my body skills tend to be underdeveloped. This is not a good thing for an aspiring character animator.
i would suggest doing more drawings to start out with. you dont seem to have the gesture of the human leg in that, even though its early. i think youve got the right idea, but it doesnt look to natural to me for some reason. i think the thigh needs to be wider and larger, and perhaps a bit longer. the calf can maybe be slimmed down a bit, and the foot lengthened. the knee can be a little more pronounced. the form of the foot should be hammered out soon, i would suggest the flattening brush to flatten that foot bottom. try downloading zach petrocs gnomonology videos on anatomy and follow those. they are worth every cent.
and in regards to what you should be working on; i find leaving a project be for a little while, and returning to it, you will see things you did not before, and youll notices more mistakes you have made. i think its more effective then trying to do something all at once. its what i do, and my work usually ends up looking better in the end.
Well, I’m working from a sculpted model, so that provides a pretty good reference. Any problems with my sculpt are purely a result of poor sculpting, not poor references. Your crits are great though, they give me a lot to work with. I agree that the flow doesn’t look very natural yet, but I’ll see what I can do about that
You just can’t kill Twitch. I return, and I bear models. Well, one model.
Between a motherboard failure and the quite visible unpleasantness of some people here, I haven’t been actively posting for awhile, but I have over the past month or so, been slowly improving my skills. With that being said, I would very much appreciate critiques, but if you want to post how I am total suxxorz and should die, you can probably keep those comments to yourself.
Now, concerning the model, it’s sort of the result of various failed attempts at inorganic modeling. I tried a variety of methods until I found one that worked well enough. It’s still a work in progress though, and I’d like to here any input on it, especially on the methodology to approach these sorts of things.
[
](javascript:zb_insimg(‘103639’,‘Botpewter.jpg’,1,0))As a bonus, here it is again in 2 of my other favorite materials:
Base mesh is demohead by Ryan Kingslien. The pewter material is Sathe’s, the bronze is Stumpf’s, and the green clay is a default Zbrush material.
hey twitch.
let me start off by saying i just sat down now and went through your thread from the start to your latest post and i have to say you dont deserve the negative comments (especially by the33man) not at all.
the mature people in this community all understand you have to start somewhere dude, don’t let the immature users get you down. personally i think its a pity someone would act that way as we are all here to help each other out, be it in a big or small way. its a community after all.
right, that being said, as far as your latest sculpt is concerned i am very impressed at your progress dude inorganic modelling in zbrush is a tricky one i must admit…im stil finding new ways to do it to a reasonable degree so i dont think im qualified to give advice on this one.
working from only one view and giving crits is a little tricky, but there are a couple of areas on the head that i think you might want to have a second look at (from this angle at any reason)
>the lips - the bottom lip is too sharp to my eyes, and it looks like he is pouting a little
>the recesses under his cheek bones are a little deep i think
>the nose looks a little wide too, but as there is a huge variety in noses, im not gonna say its wrong just
hope that helps a little. keep the progress coming mate, at this rate you’ll be right up there in no time don’t let the haters get to you.
Thanks, that must’ve been quite a read, but exciting, eh? Anyway, the haters are a small minority of the community, just very vocal. I only posted one view, because well, only one view is finished. That’s part of my problem when modeling like this, the hair area for example is created with broad, seeping strokes, but I couldn’t manage to make one stroke that would go all the way to the back of the head.
I could finish it off with another stroke, but then I’d get a seam or the strokes would overlap, and that wouldn’t look very mechanical. Clearly, I had some of those issues with the head as seen from the front as well, but I can’t think of how to deal with them. Smoothing works, but oversmoothing is never a good thing. Most of the time I tried to deal with that by just adding and subtracting geometry till things didn’t look quite as crappy. Eh, I ramble, thanks for the comments anyway.
The nose and cheek cavities were conscious choices to make him look less human, but yeah, they’re definitely not very human. Not sure if they’re ultimately successful visually though, maybe I tried a little too hard.
I like all the details. The scratch across the face doesnt seem like it was needed. The flow of the designs work really well. Definitely enhances the face and doesnt take away from it at all.
Also NickZ put up a human base mesh up, it should be on the Top Row archive and its laid out very very well. Would love to see this type of detail work on an entire body.
Nice to see you back Twitch!
Thanks for the comments, D.
First of all, dammit, I really like that scratch. Everything needs some asymmetry, right? Still, fair enough, perhaps it doesn’t quite work.
I’ve seen that human base you speak of, I think I even downloaded it, so I may just go ahead and try to do that. There is no reason I can’t make my own body mesh, really, I do know my way around 3ds Max, but my skills aren’t spectacular. Also, my imported models never seem to work when sculpting with symmetry. Not sure what that’s all about, but I should probably look into it. Making eyes look good is a real pain when you can’t make symmetrical edits.
Edit: Also, don’t expect me to pose it. I’m convinced that an engineering degree is necessary to make a halfway natural pose using the transpose tools.
I took you up on that challenge, and I took it a step further, I used my own body model. It’s not as nice as Nick Z’s, but it’s mine, dammit, and there is pride in that.
[attach=107873]1.jpg[/attach]
[attach=107874]2.jpg[/attach]
It’s not exactly finished, I could add some details with different alphas and perhaps some smoothing is in order, but I’m sick of looking at it tonight, so there you go. It’s not exactly human, that was intentional, not sure I could sculpt a human properly if I wanted to, but I really didn’t want to tonight.