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This general is software agnostic. Come, discuss and ask all about sculpting in your favourite software

Tell me everything you think should be in the OP (useful links, FAQs, etc.)
>>
How do I sculpt good with a mouse?
>>
>>894574
Extensive use of grab brush, grabs are more accurate on a good mouse than they are with a stylus. It's my preferred method of sculpting so I use mainly my mouse anyways.
>>
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my first ever sculpt, with no reference
just whatever my mind came up with.

desu i was just dicking around with nomad
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>>894584
how do you stop this shit from happening?
>>
>>894540
what are some good exercises for sculpting
>>
>>894540
>This general is software agnostic.
there is no such thing. either you want to sculpt, which translates to learning zbrush (literally just a single fucking day off) or you don't want to sculpt (autistic blender apilogists that should unequivocally be put against a wall and shot). no, zbrushs UI is not that hard to learn. in fact struggling with it is a sign of unusually low intelligence.
>but it's not intuitive
it literally only requires a single day to master. if you aren't willing or capable of investing that, then you don't deserve to ever make it. keep shitting on the only worthwhile sculpting software out of frustration you insufferable two-digit-IQ faggot. #blenderapologistholocaustnowpls
#euthanizeblendslets
>>
>>894640
Who cares man
>>894635
Repetition/practice, there's no secret. For characters, learn anatomy first. It has been said numerous times but it"s the truth. It's gonna make your current level jump a notch. You should also check some stuff on basic shapes and how the cube, sphere, cylinder for pretty much everything.
>>
>>894635
Sculpt with a reference for one hour, try doing the same sculpt without the reference for another hour, compare the two and see what you can fix/which areas you need to learn better.
>>
>>894640
Fucking hell dude.
how about YOU take a day off the internet?
Touch grass.
>>
Noob here, so as I understand it, you cant really do anything with your sculpt other than to bake details and trace over it with tradition vertex modelling? What is the term, retopology or something.
>>
>>894825
Yes but if it's a static mesh with an easy general shape, you'd be better modeling it first, then add details by sculpting. You can then bake the details of this sculpt in your first modeled mesh.
But really it depends on the artstyle, what you need it for (games you can get away with a meh topology but not with movies), if it'll deform or not, how much time do you have, etc.
>>
>>894640
theres always that one faggot to stir nonsense in the thread, eat shit and die nigger
>>
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The anatomy of the forearm and upper leg is a fucking nightmare. I can't get it around my head.
>>
Is learning Marvelous Designer worth it if I suck at making clothing and especially folds or should I grind the drapery study (ngl I hate it)?
>>
>>894879
Yes.
Also there's isn't really that much to study, once you understand the basis of patternmaking you can just eyeball everything. Worst case scenario you'll need to google a reference pattern if you need a very specific look.
>>
>>894540
Can I change to navigation keys in Zbrush from right click to something else?
>>
>>894882
> patternmaking
Care sharing any course/tuts on that? I found one a few weeks ago but ngl it seemed pretty deep/complicated for someone who's not in the fashion/sewing industry.
>>894895
I'm not sure. I know you can disable the right click button and there are also addons that replicate the basic navigation of other softwares like Maya and Blender. But I don't really know if the right-click is one of the shortcut you can customize
>>
i really want to sculpt feminine male characters with skimpy clothings and in very suggestive poses.
>>
>>894895
just change the mapping on your wacom pen

>>894912
then do it, I don't want to hear aspirations in this thread I want to hear pens on tablets
>>
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>>894540
looking for some feedback on my sculpt
>>
>>894896
There's a video on youtube called "patternmaking fundamentals for the 3d artist" that will teach you the basics. The guy who made it used to upload recordings of his streams and they were a goldmine of knowledge, but sadly he nuked them when he got hired at disney. Still, he left all of his other tutorials and those are all pretty good.
>>
>>894896
>>894924
Also never pay money for a md tut, they are almost always pretty bad.
>>
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>>894923
It looks very good man. I'm not good enough to make a very detailed critique but here are some stuff I'd change. Make the green circled area flatter. The human skull is way flatter than it looks IRL on the sides. The ear is a little bit too round at the top so I'd push it a tiny bit on the direction of the arrow. You should also add some fat in the lobe area. There's a smooth transition between the lobe and the jaw and it's not supposed to be like that. Don't have anything to say about the rest, great work anon
>>894924
>>894925
Thanks a lot man. Don't worry I have this torrent that an anon shared with me with tons of MD tuts.
> but sadly he nuked them
A damn shame.
>>
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Sculpting journey. Novice here. This I want to do a full male. Wip
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>>894912
>just change the mapping on your wacom pen
I'd like to change the right click to space instead of another pen button.
>>
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>>895209
update from this mesh
>>
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>>894927
thank you, when shifting stuff i kinda messed up and made it worst, so i just started a new Head.
>>
First time ever properly sculpting something. I don't understand how to do humans all that well yet so i thought sculpting a horse head would be easier. There's a lot of things wrong with it, and while i can't pinpoint most i know for a fact i fucked up the eyes, the ears and the general head shape.
>>
>>895479
eyes too wide for head. if you were to proportion this stylised character realistically around the IPD she would have a pumpkin head, see pic, she would look wide angled lens distorted at all times

is this character meant to be asian (not sure because no monolid lel)? if so you need to widen the temples, asians have narrow rounded brows related to eye width which you've done but their temples are the same width if not wider than a Caucasoid, typically the cranium is a tad wider too.

i don't know where the style ends so i won't comment on anything specific but one thing, i think in both cases you should consider bringing the vertical forehead lines towards eachother (those vertical line things) and widen the temples a touch or keep the same depending.
>>
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>>896179
>>896179
forgot pic
>>
>>896111
For your first sculpt, and your first horse head sculpt, it's pretty darn good.
>>
>>894635
https://www.youtube.com/watch?v=JtExTXgUaEI&t=11s
>>
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>>896179
>>896180
thank you for the feedback, true proportions/relatiants are very off, primarely because i just combinte things i like. So now i try to shift it towards something more asian like in DOA
>>
Any sculpting challenges
>>
Is it worth trying to learn Blender sculpting it feels so goddamn clunky I can't stand it but zBrush costs an arm and a leg I am stuck
>>
>>899295
holy shit just torrent mudbox or zbrush with an vpn
>people STILL cant into piracy in 2022
>>
>>899295
You can actually learn the basics of sculpting theory with Blender, it's not gonna harm you practicing anatomy and stuff with it. But if you want to be serious about sculpting (meaning doing actually very detailed sculpts), you WILL want to switch to Zbrush.
And like the other anon said just pirate it during the time you get used to it.
>>
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>Over a billion and one tutorials that explain head anatomy
>Fucking crickets when it comes to the rest of the body
>>
>>899306
dude just look at images and measure its not hard
>>
>>899306
Learn to draw everything first
>>
>>899306
There quite a lot of books about anatomy.
>>
>>899298
mudbox lol retard you have 0 clue
>>
>>899306
Uldis Zarin's Anatomy for sculptors + Philippe Faraut books
>>
>Working on head and face
>It looks ok in orthographic view
>Switch back to perspective
>It's all squished in and thin.
>Work on head in perspective, until it looks normal.
>Change to orthographic view
>It's too wide.
>create two windows, and try to work it out so it looks good in ortho and normal perspective.
>Can't find a happy medium.
>Look up why the face is deformed
>Someone says it has to do with the camera's focal length.
>They say that blender defaults to 50, but 85 is more appropriate to portraits
>Read up more on focal length, some people recommend up to 100
>Many phone cameras use lower than 50, down to like 24.
>24 looks ridiculously deformed in blender.
>Set up 3 windows, one at 50, one at 85, and one at 100
>Can never seem to unify the face in all of them.
>Orthographic view always looks too wide if the normal perspectives appear normal.

I don't know what to do! Is orthographic view a meme? Should I ignore it? It seems like I just have to cope with orthographic looking wide as fuck.
>>
>>901743
I've asked myself this question a few times. I never imported/exported trough the whole pipeline but I don't know wich view to trust if you're gonna end up retopo and export your mesh to unreal
>>
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What's your favorite matcap? Where do you get your matcaps?
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>>901743
It is possible to make a head look nice in orthographic and perspective mode, but making it look nice in an orthographic view isn't necessary because you would never see a head in real life with an orthographic perspective, since that's not how eyes work. The only exception to this would be if you had an orthographic camera or some other device. Almost everyone's face looks weird both orthographically and with too wide of a perspective, so it's best to copy the perspective of the human eye since you see everything that way.
>>
How can I fix the pen pressure in Zbrush when masking? When I use the mouse, the brush behaves like I want it to behave but with my tablet, the masking pen brush is too fucking weak and acts like a weak ass spray.
>>
>>894574
you head over amazon and buy a tablet
>>
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any critics?
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>>904632
Love the face, got nothing to say but the hair defintely needs more work. You gorgot the eyelashes tho. Eyebrows need some refinements too.
Anatomy of the ear is kind of wrong but not scandalous either.
>>
>>904645
>Love the face, got nothing to say but the hair defintely needs more work.
yeah the face is the most im always worried about, dont care much about hair thats why i tend to avoid it, and yeah the ear is just an imm, def will more on it more, thanks alot anon
>>
I got a question about the importance of topology in Zbrush.
Well why is it important when you're making a character that's not gonna be animated? I'm watching a few Pixologic videos on stylized characters and they always bring up topology (a guy lost his basemesh topo and was bummed about it) and they all care about having a proper one when working.
I don't understand why it's so important if you're just going to put it in a porfolio or whatever.
>>
>>904664
can you link the one where the guy is bummed about it?
>>
>>904665
He's not losing it live but speaks about that one time he did and how he got it back
https://www.youtube.com/watch?v=8G7ugGIR5EM
It's the one that was streamed like ten minutes ago.
>>
>>904669
thanks for the link
topology itself is not THAT important
however it's good to have nice topology since it looks nice, and it's easier to manage
in the case of dan eder, he used that basemesh to use the posable symmetry feature, and when you make a ton of humanoid characters, you can recycle that same base mesh saving you time from making characters from scratch, and since he already has a nice topology with polygroups, he can make the changes necessary with even less effort.
>>
>>904664
Essentially, it's only really important in things that need to be performant like video games or certain animations styles like Disney (also benefits hobbyists as we can do the same with less). You really shouldn't worry when in Zbrush about topo though, just sculpt away the nice details. Then, you have to bake that info down into a retopo'd model (this process can be goddam tedious, pain in the ass we all want automated asap), which will then retain as much of the high poly details, baked down into texture/normal/etc. maps that add small details back in. They are generally so small that even though they're textures, the normals and displacement sell it quite believably.

>>904672
Anon here pretty much sums it up kek
>>
>>894540
Seen this at the Vatican, most beautiful thing I’ve ever seen with my eyes.
>>
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>>904678
You should visit Florence next time
>>
>>904672
>>904677
Thanks famalam
>>
Rate my sculpt, /vg/
>>
>>905897
learn more architechture, it has kind of a churro feel to it
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>>905901
I just ate churros this morning.
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>>905901
Thanks senpai. Duly noted.
>>
Bampuuuu
>>
>>905897
what does the clay version look like?
>>
>>904632
I know this is a month late but I hope you fixed those eyelids
>>
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my first try on zbrush
a lot of fun
>>
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>>909257
also render on marmoset
>>
>>896111
You made a rhino
>>
>>909257
>>909271
eppel
>>
Is there a good tutorial/book/course on blocking?
>>
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>>908201
Something like this.
>>
>>904630
Any model/brand that is recommended?
>>
I clearly need someone to hold my hand for this. are there any sculpting for retards you guys would suggest?
>>
>>909257
>>909271
nice bell pepper
>>
>>904632
gmi just polish the eyebrows and hair
>>
>>904669
any videos where someone builds something from scratch?
>>
This is part of my first sculpt, it’s ET’s hand. Spent about four hours on this so far
>>
What iz wrong with zbrush? The window has a boarder at all times
>>
>>913342
ah yes, the kiddie diddler from elsewhere
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quick face sculpt no reference, any tips? (aside from anatomy for sculptors i just didn't feel like reading it right now)
>>
>>913353
Click the maximise button beside the x.
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>>913369
That covers my task bar is the problem there
>>
>>913372
Zbrush was always a fullscreen app.
>>
>>913374
why
>>
>>913367
Desymmetrify the face, humans don't have perfectly symmetrical faces and having it as such makes it look weird. Study photo reference for the kind of asymmetries people have. Define your volumes better in crevices like the corners of the lips and nose. You've got an unnatural plane on the base of the nose. Define the mouth area better in general, there's some musculature you're misrepresenting, like the jowls and orbicularis oris. Get reference for the ear as well, you have it almost but not exactly. I'd also give him some shoulders, will give you a better idea of how the face looks in proportion.
>>
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Any help? How do I fix these holes? Want to retopo over this but missing the most important part, eyes
>>
rec some zbrush course
>>
Are 3D art skills transferable to RL materials?
As in, could you guys do these again if given a block of clay or stone or wood or whatever?
>>
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I HATE SCULPTING
I HATE SCULPTING
I HATE SCULPTING
I HATE SCULPTING
I HATE SCULPTING
I HATE SCULPTING
I HATE SCULPTING
I HATE SCULPTING
BUT I HAVE TO LEARN IT
>>
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Is there a good reason why I shouldn't use FaceBuilder or something similar to get a likeness-basemesh to import into zbrush?
>>
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>>894540
who is the KRENZ of zBrush sculpting?
>>
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>>914195
>I hate sculpting
>Also use Blender for that
Why you are so retarded?
>>
>>914287
because im completely new to 3d modeling besides CAD for my job
I started using blender because its got the most resources out there for a beginner and the project im working on is the first that requires sculpting. everything I've done so far only required mesh editing
>>
Can someone tell me the uses of having a topologically correct base mesh for sculpting?
- Do you use them before sculpting or to project details onto it after you're done?
- Can your morph easily a base mesh (like for example with the move brush) to have different proportions? (I mean I know you can but is it a common practice?)

Please I'm a beginner and I want to know why use a base mesh instead of just sculpting a character and retopo it later?
>>
Started a fish on forger app. Digital sculpting is way better than pushing clay
>>
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>>894540
Working on this one :)
>>
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>>914936
OMG She's SOOOOOOOOOOOOOOO attractive
>>
>>914936
why does he look like Freddie Mercury cosplaying?
>>
>>914961
>>914965
argg yeah i see it now, the face is too long right?
>>
>>914972
Face too long, and/or the eyes are too high up on the head. It's hard to tell from the angles and with hair in the way of the top of the skull.
The outer edges of the upper eye socket aren't typically that hollow
The cheekbones are rather aggressive, especially in contrast to such sucken cheeks. I can't tell if she has masseter muscles at all in her jaw, which much be contributing to a heavy plastic surgery kind of look.

Best case, I'd say she looks pretty old in the face, in a hollywood GILF kind of way. But the overall structure still feels masculine, though more in the left image than on the right one.

Cheeks that non-existent are in conflict with the amount of bodyfat on the body, which further contributes to a sense of oddness to the character overall.

It's not too shabby, really, but some tweaking would go quite a long way.
>>
>>914230

Michael Pavlovich
>>
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>>915051
Thx a lot it helps a lot >:) this is why I love you, you fucking bastards, you may be asholes most of the time but at least you are honest. I rather eat my ego and listen to some honest true here than to go anywhere and been told that everything is perfect.
>>
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Don't feel confident enough to start a serious project but I've been doing daily practices.
How can I improve?
>>
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>>894540
Yes, I did this
>>
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>>915117
Ah yes, tanned melanine concentrated people.
>>
>>915084
You are detailing too quickly and loosing control over the strokes. Start with a box for the finger and go up the subdivisions addiing detail as you go.
>>
>>915057
Pavlovichovich is amazing if you want to learn ZBrush interface and techniques but not for the art of sculpting
>>
>>915084
This is what happens when you have zero knowledge of anatomy and are trying to sculpt fine details. Basically you're polishing a turd. Stop. Learn anatomy. Start over.
>>
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>>915084
I have no arms but I must COOM
>>
>>915142
>no arms
He has no weenie
>>
I've only worked with CAD but want to dabble into toy sculpting and design. I'm a bit confused on the how the export works from say Zbrush to a 3D printer, how do you make the details accurate? Just bump up the resolution and fiddle with the slicer? Is it possible to rebuild the mesh in NURB software?
>>
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>>914604
bumping this. Gonna ask another way. Check this:
> Get basemesh
> Use move brush and change it's propotions and face/bone structure
> Duplicate it save it as "new_base_mesh"
> Take the duplicate, make it high poly
> Add details like crazy
> Finish it, take highpoly mesh and project details onto "new_base_mesh"
> Rig it, animate it
> Profit
Does this workflow work especially when it comes to the second step? Should I get a lot of different styles of basemesh or can you actually change a basemesh proportions so much that you can use a single one for many different styles? (obvisouly not too extreme changes of course)
>>
>>915144
ZBrush is a sculpting program, not a slicer program.

Just search YT and you'll find a massive community for 3D printing which will answer all of your questions. It's genuinely shocking how huge 3D printing has gotten. I can't even keep track with all the new brands and even if you settle on a printer good luck finding one to purchase because most of them are out of stock.

Last year I needed a linear bearing for my Creality Ender 5. I searched for days for one and the only place that had some in stock priced it at 100$ plus. A normal linear bearing shouldn't cost more than 10$.
>>
>>914604
2 options:

1) Start from a basemesh and go nuts with sculpting. You can change destroy its original topology with stuff like DynaMesh and ZRemesher. But then you will have to retopo it.

This method gives you more freedom in sculpting but it's ultimately more work.

https://www.youtube.com/watch?v=Oab3268dGC8&ab_channel=FlippedNormals

2) Start from a basemesh and just add detail through the use of subdivision. Never use DynaMesh or ZRemesher.

This method assures you have a clean topology throughout and eliminates the need for retopo. The problem with this method is that you need to plan out ahead all your sculpting. So if you decide to sculpt a cyclops halfway through then you're either gonna have to apply method 1) or just start over with a new basemesh. This is the more advanced option.

Just check out the creatures Daz3D has to offer. It's literally the same basemesh, i.e. the same 3D model:

https://www.daz3d.com/storybook-mole-for-genesis-81-male
=
https://www.daz3d.com/krow-for-genesis-81-male
=
https://www.daz3d.com/tree-giant-hd-for-genesis-81-males
=
https://www.daz3d.com/storybook-naked-mole-rat-for-genesis-81-male
=
https://www.daz3d.com/alfred-the-toon-monkey
=
https://www.daz3d.com/kento-81-hd-add-on
>>
>>914936
needs a giant cock to match the severe case of man-face.
>>
>>915084
lol those hotdog fingers
>>
>>915084
did you look in the mirror when you sculpted this?
>>
>>915152
I know about the two methods you mentioned. Do you mean that the workflow I wrote jut isnt’t possible? Why not?
>>
>>915228
I used reference photos
>>
>>915146
I see no reason why you shouldn't do that and just save yourself a bunch of time
>>
>>915301
Why tf did it post sideways
>>
>>915302
your phone was on landscape mode when you were posting it
>>
Got a bit more done on my fish
>>
>>915306
Thanks for clarification anon

Haven't figured out if there's textured brushes for Nomad Sculpt yet but it's been a lot of fun to use compared to Zbrush. Much easier to just pop in primitive shapes, move them and block out stuff. I might leave the dragon sculpt like this. Not sure what else I could do with it besides color it and make a render
>>
>>894540
Rate my foot.
I know it's off, but I want input from anons to point out perhaps other things I need to fix.
ALSO
Please tell me how to make my feet cuter.
>>
>>915380
Oh, and also the toes are obviously disconnected currently. That will clearly be improved.
>>
so do any of you use sketchfab 3d model viewer for refs? its only just occurred to me that its an option instead of using pictures and video lol.
they have things like 3d headscans on their which are a godsend for polishning up your sculpts, of course you still need to know the underlying anatomy and be able to sculpt relatively well without references.
but yeah, for any beginners i guess its something to look into.
>>
absolute /3/let retard that has never touched a 3d modelling program before. in the overall design process, when and where would you sculpt over just...changing the vertices around for a node object? i'm guessing when you want to make an asset that's more intricate in terms of details? would you ever sculpt stuff like armor and shit?
>>
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Recently sculpted a ram
>>
What digital sculpting program feels closest to traditional? Is there any program that feels similar to sculpting with real life clay or is that just not possible?
>>
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>>915942
It depends on the end goal. I like to use sculpting for a rough-out or mockup stages and then do things "properly" with the sculpture as a reference. Or if my shapes are good I remesh it down to something more workable and make further refinements after.

I've seen armor sculpted and done using more traditional techniques, or using a mix of the two (like having some clean armor with looser more sculptural detail applied on top of it). I still consider myself a beginner so I don't really know the proper terminology, so sorry if these explanations suck. PicRel is something I did for my friend's video game, all in Zbrush.

>>915969
Personally I like Zbrush. It can very much act like a blob of clay and while there's a lot of stuff to learn, features like dynamesh and sculptris really let you just work a blob of polygons around without worrying about things stretching or deforming in ways that break that feeling of clay sculpting, but then you can very quickly crunch it own to lower polygon counts.
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>>915957
penis nose hehehe
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>>894585
Voxel remesh
Don't sculpt like an idiot
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>>899306
use artist anatomy books and guides. b-ok.cc
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File: face sculpt.png (217 KB, 448x676)
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is this looking human?
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>>916010
a bit late, but thank you anon. the more i explore artstation, i more i realize you use either sculpting or just the traditional technique depending on what you're making i guess
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File: PSX_20220919_002800.png (2.36 MB, 1290x2398)
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Anatomy sculpt practice. Still having trouble wrapping my head around sculpting the legs. thoughts?



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