I know I said I start too many sculpts and threads, and that I wouldn’t start another one. I LIED. I constantly post my work as I progress, I’m afraid of finishing something no one will like in the end. Here’s the start, feel free to crit my friends. I’m basically looking to know if it has his likeness so far.
This project is for the comicon challenge, Hopefully I finish in time.
hope you finish up in time as well looking good
I think you are subdividing too early. Try to work on the lowest levels you can before going up to avoid that lumpy look.
Hey, he’s s looking pretty good so far. Remember tho, D is actually quite effeminate and angular looking. And, I also agree that maybe working out the base forms at a lower Subd would be a good idea. It’s definately coming along tho, I knew him from the thumbnail. Keep it up!
Oh, I also did a D bust a while back…Never quite fully finished him but maybe it will help. Hope you get him done in time!
http://features.cgsociety.org/newgallerycrits/g32/108532/108532_1207260255_large.jpg
http://www.zbrushcentral.com/attachment.php?attachmentid=185976
RayLCruz- Thank you. I think I probably won’t finish it in time though. I get too distracted.
KillahPriest-Hey thanks! I would have kept going SDiv crazy if someone didn’t point that out. Did you see Machete? Your screen name reminds me of some hilarious stuff from that movie.
rynomyte-I love your D bust man and thanks for sharing that because it does help. To be honest, I tried to go for that angular feminine look that D has but I FAILED miserably. My D looked like garbage, I can’t seem to grasp the anime look when sculpting. For example, I tried sculpting an anime version of Jill Valentine before, that was garbage, I tried sculpting Goku, and that was garbage, Nausicaa = garbage, Princess Mononoke = garbage etc… It seems I’m caught between Realism and stylized and I hate that, because I’m going after realism.
Here’s an update on D, what I’m doing is accenting the pops in his form for his ultra tight suit. Working on hands now, so I can get that little dude knocked out. Hopefully I worked out that sdiv problem I’m having. Base meshes total poly count is under 3000 so far and that translates to over 5000 tris, I still have a lot left to make and the limit is 12k tris.