Many thanks for your reply, it means a lot!
Sorry guys, consider the last project as yet another abandoned. I simply cannot achieve the likeness. I reached a point where I have very vague similarity, but every time I’m trying to push it forward I end up in dead end and make it only worse. Introducing polypaint makes it even uglier. And since she is focal point of my render I see no reason to continue working on entire project.
It is a shame that after so many years I still cannot sculpt lifelike characters and likeness. I’ll probably rest for a couple of weeks and switch to something completely different: animals, creatures or maybe hard surface.
See you soon and good luck everyone!
very nice job! anatomy is looking great
Thank you very much! Glad to hear you like her.
Very nice work on your last female study! small_orange_diamond
Thank you! Too sad I failed with face and likeness
You may have failed by some standard of achieving a likeness (is it someone we would know of?), but the modelling of the face and anatomy is excellent. I wouldn’t be discouraged. Achieving a likeness can be hard, especially for people who are relatively “neutral” or “standard” or average in their appearance, as your subject appears to be (I don’t mean “average” as in “not especially attractive”, but as in having relatively neutral proportions).
Beautiful female anatomy here!
Thank you for a kind words, guys!
She is a model for fashion and sport magazines. I posted her photos previously in this thread. But I bet many people here have never heard about her before. I picked her by two reasons: her face is appealing to me and she looks very cute even without a makeup (the last one was necessary for my project).
Yeah, NWoolridge, I know what you mean. Persons with very distinct facial features or flaws are easier to sculpt. Well, she has some sort of distinct feature - her right side of the jaw appears more massive than left one and her upper lip is quite asymmetrical. After I broke the symmetry in my sculpt (not present here) this added a bit to likeness but overall I’m still far to call it good.
She’s having a great anatomy overall, so this is definitely NOT a worth of abandoning. I encourage you to continue. You have a solid “base” - which is actually pretty much finished anatomy from the head to the toes, to continue from. I’d say, give the likeness a break for now, and finish her one way or another, by clothing her with something cool… you know. (;
What comes to my progress of my girl… she’s almost there for the public eyes. Soon… ^^ Funny enough, I have only the pinky toe left, then it’s in a good state… but of course, tons of fine tuning before showing anything, haha. Yours is lightyears more finished and BETTER than mine, to be honest.
You are way too hard on yourself.
I wish my likenesses were as good as yours!
jan19
Thanks for your support. Yeah, I often don’t like what I do. Seeing all this beautiful sculpts from real masters here and comparing them with my own creations - the difference might be quite depressing.
FourtyNights
Thanks for commenting, it means a lot. When it comes to her body I’m more or less satisfied, but I’m not happy with her face. Yes, I think I can leave organic stuff for now and practice more on designing and sculpting clothes. She is still naked simply because in the final render she also supposed to be naked because she is a forest creature.
Also, I’m not really sure is it legit to use someone’s face and body as a reference for characters. Despite being a model for magazines, I noticed that Hannah always covers her breasts and genitals. So probably it would be wiser to ask her permission first before posting renders like this.
PS Don’t worry, we are all here to learn. Regardless the final level of your model I bet people would appreciate your input to Zbrush society and would be happy to help you.
We are ALWAYS are own worst critics. I wish I had an inkling of your talent Vir! We shall be waiting in An-tis-a-PATION (Rocky Horror Picture Show - lol) for your next journey into creativity!
Hi I’m new to all of this and, if you have the time, I was wondering if you could tell me how to add hair? I’m trying to work on a sculpt now and it has come to my knowledge that I’m not doing something for the hair… http://jaruk.deviantart.com/art/Face-Take-2-506910664
RAMWolff
Haha, thanks a lot. I think you flatter me :lol:. There are much talented guys and girls here in ZbrushCentral. But I will try to do my best and create more interesting art.
Thanks again!
Jaruk
I did my hair with fibermesh in Zbrush. I’m not Sculptris user and I might be wrong, but as far as I know there is no way to make hair in this software. But if you ask about adding hair in Zbrush - I was following the common algorithm: create polygroups in scalp mesh, paint a mask, grow fibers, isolate portions of the hair and style it with Groom brushes. There are plenty of good tutorials here or in YouTube so everything should be clear. But yeah, if you want to make the hair in Sculptris I’m afraid it is not possible.
Due to some problems with health I have difficulties with sculpting and modeling. So sorry for not updating this thread. Here is a first attempt after the long break since I feel a bit better. As I promised I’m trying myself in creature design. Decided to do a dragon this time. Rough four hour doodle. Not really happy with it since I had a bit different design in my mind. And the rear teeth are awful. I hope to continue soon and make a full dragon.
Super short description: this dragon’s teeth are growing so quickly, making him always hungry and angry. He is not even able to close his mouth and every dinner ends up with broken teeth and pain. Poor little guy.
I hope you all are doing well. Stay tuned.
hey buddy,glad you feel batter.and that’s a funny story you made about the dragon. about the model itself.it’s nice a start but I suggest that when you done with the basic proportions(of course with the dynamesh) try using zremesher for quick retopology.dynamesh is great for making the basics of your creatures(try not to go crazy with it,I did and I ended up with a disaster
small_orange_diamond
) but with the zremesher you can adjust the flow of the polygons and that’s really helpful.then you can add fine details.anyway I’m pretty sure you already knew stuff I just said and I’m waiting for a full body dragon this time.keep it up.;);)
Glad you’re feeling better.
Nice dragon head, how many heads is it gonna eventually have? What did you use as insperation? The teeth kinda remind me of a Monstrous Nightmare’s jaws, but without the severe underbite.
Diablo
Hello and thanks for your reply. Yeah, I would retopologize it for sure when I’ll be happy with the final shapes and proportions. Also, my PC is quite weak so creating organized topology and subdivision levels is crucial for me. Otherwise working with dense Dynamesh objects becomes a real headache due to the slow performance. Zremesher is nice solution for quick retopo, though I don’t know how it will handle such a complex shape with many spikes and especially scales that overlap each other (there might be problems when projecting details). Dunno, I heard in r7 it works much better. Right now I have only R4 on this PC so I cannot test it and probably I would be forced to do it manually. But that’s OK, I’m still a big fan of traditional modeling so making retopo by hands is a real joy for me.
AnthonyA85
Thank you and glad to see you again. Lol, for now it is only one headed creature. But in future I might sculpt some monsters with several heads. It should be funny. I have a small collection of different dragons (about 100 images). Though I used them mostly to familiarize myself with overall anatomy of dragons. For the most part the sculpting process was based on random shape tweaking with hope to find interesting look. It is still too smooth right now, I want to make something jaggy like this http://www.zbrushcentral.com/showthread.php?167961-Boulp-s-sketchbook&p=1105210&viewfull=1#post1105210
And when speaking about the teeth - I was inspired mainly by deep-sea creatures like this