[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG

Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.
  • There are 131 posters in this thread.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Janitor applications are now closed. Thank you to everyone who applied!


[Advertise on 4chan]


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.
>>
File: file.png (401 KB, 574x936)
401 KB
401 KB PNG
my first ever sculpt, with no reference
just whatever my mind came up with.

desu i was just dicking around with nomad
>>
File: file.png (514 KB, 572x936)
514 KB
514 KB PNG
>>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
>>
File: oni.jpg (9 KB, 225x225)
9 KB
9 KB JPG
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
>>
File: BKn_S011.png (1.74 MB, 2617x1473)
1.74 MB
1.74 MB PNG
>>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.
>>
File: 1651501501052.png (1018 KB, 2617x1473)
1018 KB
1018 KB PNG
>>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.
>>
File: unknown-4.png (302 KB, 1358x785)
302 KB
302 KB PNG
Sculpting journey. Novice here. This I want to do a full male. Wip
>>
>>894912
>just change the mapping on your wacom pen
I'd like to change the right click to space instead of another pen button.
>>
File: unknown.png (134 KB, 523x630)
134 KB
134 KB PNG
>>895209
update from this mesh
>>
File: BKn_S013.png (2.12 MB, 2659x1617)
2.12 MB
2.12 MB PNG
>>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.
>>
File: no monolid asian eyes.png (1.06 MB, 1800x1524)
1.06 MB
1.06 MB PNG
>>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
>>
File: BKn_S014.png (2.36 MB, 2615x1563)
2.36 MB
2.36 MB PNG
>>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.
>>
File: zatchbell tamers12345.png (721 KB, 1320x747)
721 KB
721 KB PNG
>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
>>
File: 1644243791733.png (111 KB, 477x642)
111 KB
111 KB PNG
What's your favorite matcap? Where do you get your matcaps?
>>
>>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
>>
File: ZBrush_bQZBZ718Xx.png (462 KB, 844x844)
462 KB
462 KB PNG
any critics?
>>
>>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.
>>
File: High Temple of Sculptfags.jpg (2.09 MB, 2816x2112)
2.09 MB
2.09 MB JPG
>>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
>>
File: 1628126770767.png (158 KB, 820x446)
158 KB
158 KB PNG
>>905901
I just ate churros this morning.
>>
>>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
>>
File: 34236.png (189 KB, 500x636)
189 KB
189 KB PNG
my first try on zbrush
a lot of fun
>>
File: 4326476878.png (1.44 MB, 1920x1080)
1.44 MB
1.44 MB PNG
>>909257
also render on marmoset
>>
>>896111
You made a rhino
>>
>>909257
>>909271
eppel
>>
Is there a good tutorial/book/course on blocking?
>>
File: file.png (316 KB, 379x768)
316 KB
316 KB PNG
>>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
>>
File: .png (2.77 MB, 916x792)
2.77 MB
2.77 MB PNG
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.
>>
>>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.
>>
File: fixholes-1.png (302 KB, 866x838)
302 KB
302 KB PNG
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?
>>
File: sculpt.png (321 KB, 982x722)
321 KB
321 KB PNG
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
>>
File: Pig-in-Wig.jpg (76 KB, 550x413)
76 KB
76 KB JPG
Is there a good reason why I shouldn't use FaceBuilder or something similar to get a likeness-basemesh to import into zbrush?
>>
File: the great alexander.png (427 KB, 728x446)
427 KB
427 KB PNG
>>894540
who is the KRENZ of zBrush sculpting?
>>
File: aa5.gif (3.51 MB, 228x170)
3.51 MB
3.51 MB GIF
>>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
>>
File: 111222333.png (698 KB, 1522x882)
698 KB
698 KB PNG
>>894540
Working on this one :)
>>
File: squidward.jpg (121 KB, 757x1024)
121 KB
121 KB JPG
>>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
>>
File: 123.png (323 KB, 744x530)
323 KB
323 KB PNG
>>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.
>>
File: dailypractices.png (1.16 MB, 1631x1223)
1.16 MB
1.16 MB PNG
Don't feel confident enough to start a serious project but I've been doing daily practices.
How can I improve?
>>
File: Pygmy.png (736 KB, 1249x925)
736 KB
736 KB PNG
>>894540
Yes, I did this
>>
File: afroblack person.jpg (82 KB, 1449x886)
82 KB
82 KB JPG
>>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.
>>
File: file(1).jpg (66 KB, 450x1077)
66 KB
66 KB JPG
>>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?
>>
File: 1619057523276.png (67 KB, 273x287)
67 KB
67 KB PNG
>>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?
>>
File: Ram_wip.jpg (259 KB, 1477x832)
259 KB
259 KB JPG
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?
>>
File: assert_authority.png (862 KB, 2240x1680)
862 KB
862 KB PNG
>>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.
>>
>>915957
penis nose hehehe
>>
>>894585
Voxel remesh
Don't sculpt like an idiot
>>
>>899306
use artist anatomy books and guides. b-ok.cc
>>
File: face sculpt.png (217 KB, 448x676)
217 KB
217 KB PNG
is this looking human?
>>
>>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
>>
File: PSX_20220919_002800.png (2.36 MB, 1290x2398)
2.36 MB
2.36 MB PNG
Anatomy sculpt practice. Still having trouble wrapping my head around sculpting the legs. thoughts?
>>
>>918725
I think you're better than me, so kudos. But to my untrained eye the Calves look too symmetrical and the Tibia too wavy.
>>
Would you guys be interested if I uploaded some tutorials on gumroad/artstation? I'm fairly proficient with zbrush and faces/anatomy and I've been wanting to make some money since I quit my wagie job recently to dedicate my whole time to doing 3d art, I can also help you guys out if you have any questions.
>>
any good guides on sculpting titties?
>>
>>920734
depends how good it is, i guess? share some examples
>>
>>920805
>import model into houdini
>create vellum cloth bags
>fill with vellum grains
>glue bags to model
>simulated bags of sand
>???
>profit
>>
>>914936
>>
File: 1582719877273.png (763 KB, 1280x720)
763 KB
763 KB PNG
>>915122
>Ah yes
>>
File: finalwacomcallout_0.jpg (78 KB, 960x804)
78 KB
78 KB JPG
How did you set up your tablet shortcuts brehs. I have Alt, Ctrl and Shift but I want some inspo for the other keys, I'm not sure what would be the best thing to put for the 3/4 others keys left.
For now I have ctrl+z and its reverse.

Any advanced tips too, I remeber someone telling me you could have multiple profile set up with the circle button.
>>
Any retardo-proof tutorials for beginners? Sculpting a head seems way beyond my current abilities.
>>
>>915128
>but not for the art of sculpting
That's how 3d is now. It's more and more removed from art fundamentals and motor skills and more about navigating software and drowning in topology.
>>
File: texture.png (359 KB, 647x632)
359 KB
359 KB PNG
I bought One by Wacom as my first graphics tablet and I was wondering - is there a reason to upgrade if I just sculpt and no 2D(other than doodling at photos for garden viz)? It has no buttons or anything fancy like that, but I don't think I would use them anyway. The only downside to One by Wacom is short USB cable, but I mean fuck that, no dealbreaker.

Is cintiq or other screen tablet worth it? Or should I just use that money elsewhere?

Actually, is there any upgrade I could get? The software I use the most is Blender, ZBrush, sometimes Painter/Designer.
>>
Can someone tell how this youtuber managed to bend the hair with the transpose line at 1:42 in this video https://www.youtube.com/watch?v=EMMx9-xD9rs&t=103s
>>
>>894540

Does anyone have a good idea on how to get the effect in the this image?

I already have a really good head model in Blender but when I run a cloth simulation over it I can never seem to get it to hang right, and when I sculpt cloth over a head with colissions turned on my computer can't handle it and shits the bed.
>>
Can you import your custom UI from ZBrush 2021 to Zbrush 2022?
>>
>>923837
click and drag on the inner circle of the 3rd circle while pressing alt
>>
Did I make any big mistakes on my alien head? I'm new to sculpting
>>
>>925954
Nice try for someone new to sulculpting, some of the areas are looking a bit blobby, might be because you added to many polys before detailing certain areas.
Just keep on practicing anatomy and you will get there.
>>
File: file.png (283 KB, 611x607)
283 KB
283 KB PNG
Doing this for a course, modeling a big scary monster lady
>>
File: Skull_01.png (519 KB, 1761x871)
519 KB
519 KB PNG
Attempt at a skull, I think it a looks a bit soft a d I'm wondering in how to make a more refined.
>>
File: faces.jpg (120 KB, 1080x1176)
120 KB
120 KB JPG
What do you think would be the best way to cut the clay between the head and the ears? The meshes are pretty dense and I don't have lower subdiv levels.
Btw what's the best way to work with subdiv levels, dynamesh, etc. I'm still having a hard udnerstanding how these works.
Also what do you think about these faces aesthetically/design wise?
>>
>>926692
you should sculpt the teeth separate after you extrude from a mask off out wat you got. So you can save time, but its the teeth that is making it look "soft"
>>
>>927324
Not him, but you or anyone have good tips for preventing stuff from looking soft? Specifically working with Blender (yeah I know).
>>
bumping before cris slides this one off
>>
>>927208
Usually I like to keep ears and nose separate subtools until retopo for stylized characters. Try smoothing down what you have and making new ears from a dynameshed primitive. Also a lifehack I learned somewhere is to imagine your character wearing glasses, to position the ears properly
>>
>>928564
>lifehack I learned somewhere is to imagine your character wearing glasses
Damn bro that's an excellent advice, thanks. My characters suddenly looked fucked up lol
>>
>>894640
Hashtags don't do anything on 4chan btw
>>
File: feesfdsfsd.jpg (277 KB, 1920x1080)
277 KB
277 KB JPG
Is this the only value concerning scaling that I should watch out for when exporting anything from Zbrush? I've been experimenting with it and yeah, most of the time if this value is correct, it comes at the right value on other 3D sofwares. But sometimes, it doesn't (and I don't really know why, sometimes I click on Unify for example, the value changes from 180 to 40 for example wich means I should have an object of 40cm in another software but it comes even smaller than that)? It's kind of confusing how all the scaling options/features can change stuff in Zbrush.
>>
I got a workflow question:
Let's say I have different pieces I'm working on separately (different projects) like a head and in another project I have a body.
What's the best way to assemble them together without having to go back in resolution with one or another? Or even better, let's say I have this face I have been working on and I want to put it on one of the low rez male bodies from the ligthbox. What's the best way to that? My problem being that when I dynameshed the whole thing, I ended with a body that was too high resed but without any details at all. I don't know if you understant what I mean.
>>
hi, i am just starting with zbrush and i am trying to get a model with 2 subtools into substance painter correctly... i am told to merge all the subtools in the end for export, but how do i make the uv maps for each individual piece (generated in zbrush) to not overlap once ive combined them. The real issue is that I want to export a goddamn normal map off the high poly model for use in substance painter with the low poly, right? so the high poly and low poly combined meshes have to have the exact same UVs? you can only uv unwrap the low poly but it works the same for the high poly version of itself right. as soon as you combine the subtools it erases the lower poly subdivs on the model, so how do i... oh fuck me, i literally do not even know how to word my question. god fuckign damnit. I pull the low poly and the high poly into substance but the fuckign subtool uv map is overlapping with the main map and i dont know how to drag it out
>>
>>929590
maybe a better question what exactly is the best way to bake high poly detail onto a low poly zbrush sculpt in substance painter... i know you can input the high quality mesh on its own into the baking thingy in substance painter, do you not even need to export a normal map off the high quality asset in zbrush to use in painter...? does that make sense?
>>
File: първи опит.png (319 KB, 1196x1014)
319 KB
319 KB PNG
My first attempt at zbrush sculpting. I barely understand the interface and I couldn't figure out how to add eyeballs. I'll pirate some zbrush courses next to actually understand to use zbrush and sculpt better
>>
File: Table_Prop.png (295 KB, 1559x874)
295 KB
295 KB PNG
>>926692
>>927324
Put in bit more practice,thoughts?
>>
Total and absolute retarded newb here.
Just installed Blender.

I want to learn how to sculpt, and my objective is making my own miniatures.

Where do I begin? Are there some follow-along sculpting tutorials? Most I've seen simply teach what each brush do and the shortcuts, but not a proper lesson I can follow.
Should I sculpt my own random shit? I feel like I may end up picking up bad habits or wrong approaches.
>>
>>930494
You're me from a couple of months ago and it seems that learning materials is either beginner workflow tutorials that do not teach anatomy or clothing (so it's all sculpting weird cartoon stuff), or what looks like advanced courses on anatomy, or beginner drawing books that do teach basic anatomy, clothing, etc, but it's drawing. I paid for CG Boost sculpting course, it is of the first type, and it's better than free youtube stuff, but it could be better still. Plus, as usual is seems I have to pick up pieces of advice here and there. Like, I really enjoyed using clay strips and not using smooth brush, but every single beginner tutorial is like, use draw and then smooth and then draw sharp some creases, done.
>>
Im working on this model with shapelab on my valve index. Im pretty rusty on my already meager sculpting skills that I learned in blender but I think Im doing well so far. Any advice?
>>
File: 2022-12-21_T2340_0000.jpg (888 KB, 3840x2160)
888 KB
888 KB JPG
>>930557
I forgot the image because I am retarded.
>>
>>930558
> any advice
Repent you fucking coomer
>>
Could someone please recommend some youtuber that could teach the basics to start modeling? All the tutorials I find are still too technical for me.
>>
Fucking forearms, how do they work? It's a mystery.
>>
>>930557
>>930558
You could try not being a pedophile
>>
>>930585
For Blender basics I liked Grant Abbitt, he has a playlist of good beginner stuff. But I find his sculpting videos are considerably worse than modeling videos.
>>
>>930585
>go to rutracker
>type in zbrush
>download zip files of pirated zbrush courses
>learn
>>
>>930614
Is the flipped normals one good?
>>
>>930614
Outgang
>>
>>930689
trannygang is not for beginners
>>
File: fck.jpg (274 KB, 1920x1080)
274 KB
274 KB JPG
Fuck 3D and their scaling system especially Zbrush, what the actual FUCK????
I use Scale Master like I used to on my previous test (the small correctly scaled character on the next pic), I want it to be 180cm, resize the subtool and in UE, it comes gigantic as fuck.
>>
File: fck2.jpg (377 KB, 1920x1042)
377 KB
377 KB JPG
>>930874
Here in Unreal Engine. I use the same process for the other characters and they came in the correct size. A week a later it doesn't work at all. I don't get it, I'm not doing anything different compared to before...
>>
>>930875
Gigachad.
>>
>>930874
zbrush is fucking retarded in this regard
it randomly exports subtools in completely nonsensical sizes, then I import the same subtool back and it's tiny
I tried to look for solutions but they never work
what ended up working for me is when this happens I import the fucked subtool into a new file, then export it from there and then it's normal for some reason
>>
File: SAVE_20221227_163512.jpg (109 KB, 876x742)
109 KB
109 KB JPG
This is my first sculpt. His name is Bol and he's very polite.
Thoughs?
>>
is it possible to sculpt anything good with maya? it has a sculpting tool group, but is it worth using it? does autodesk consider it good enough to replace mudbox since they stopped updating mudbox? i really don't want to use zbrush.
>>
File: IMG-20221228-WA0003.jpg (35 KB, 823x706)
35 KB
35 KB JPG
>>931219
This is Bol's wife, guess we can call her Bola
>>
>>
>>933913
thewall.webm
>>
File: 1664299809948287.gif (3.75 MB, 487x416)
3.75 MB
3.75 MB GIF
>>894540
I'm fucking getting filtered by sculpting clothing and folds. It's never right (not even close). It's always either the genral shape/silhouette of the clothing that isn't right or the folds don't seem natural. It's driving me crazy, I'm reading/watching a lot of theory but I can't get it right when I'm sculpting.

Please someone save me
>>
>>933925
post example
>>
File: apple_turn1.webm (213 KB, 1892x1224)
213 KB
213 KB WEBM
my first attempt, still need to polypaint but idk how yet
>>
>>934026
doesn't quite resemble an apple to me, looks like a lump of red clay-like material, i suppose it wouldn't matter if it was for a game or something.
needs to look "firmer" i don't know how else to put it sorry lol.
>>
>>930424
looks good to me.
>>
>be me
>completely new to 3d
>want to sculpt as it seems to be the most artistic part of 3d
>have no idea what to sculpt
>end up opening sculpting software, doing random shit on the the default sphere and closing without saving
>>
>>934204
Start small, sculpt an eye, ear, nose and mouth on a sphere and keep doing that till your confidant that you put the pieces together.
>>
>>934204
That's how it is in the begining. Progressive learning
>>
>>934204
you're gonna make it
>>
sculptris vs sculpt GL?

I want to dabble to see if I like it, so I want a simple program.
>>
>>894540
I've been through a number of ZBrush tutorials now, only started this week, I feel comfortable with the UI and basics of sculpting. I try to find more advanced tutorials, but they either start out too beginner friendly, or they just sculpt something and not really explain the process, there's no inbetween.
So what next? Should I just sculpt from reference on my own? I have the anatomy for sculptors book so maybe I'll just follow that...
>>
>>894640
Okay zbrush shill, then answer me this. Will I ever get in trouble for using a pirated copy of zbrush for profit?
>>
>>895331
Lay down fundamentals first, and then build details on top of a PROPER anatomy. You did the opposite, you started detailing shit jacked up fucked up anatomy
Just do simple forms and shapes first
>>
>>934290
1) 1 head A DAY for 10 weeks
2) 1 body part A DAY for 10 weeks, after those 10 weeks, a whole body
3) 1 whole creature A WEEK for 10 weeks
4) 1 hi-poly character A WEEK for 10 weeks

Total time: 40 weeks
>>
File: blender_VDM_Brush.webm (1.73 MB, 1988x1112)
1.73 MB
1.73 MB WEBM
So Blender could have VDMs this year maybe, 13 years after Mudbox introduced them, 11 years after Zbrush too, and it wasn't the main developers who made this but a random guy in a week ....
>>
>>934388
just use geometry nodes
>>
>>934387
I feel like this isn't a good idea but I might just try to do this. It's better than wast hours thinking "what should I do what should I do" and then doing nothing
>>
Is it worth it to learn sculpting? I am pretty good at it (art background etc) but i felt like i was not progressing fast enough and dropped the gig. Come on /3/ give me the pill.
>>
File: massive sculpted ass.png (138 KB, 641x440)
138 KB
138 KB PNG
here's bonus ass as an offering to the 3d gods
>>
>>934652
learn what you need to create whatever you want to create.
>>
File: trainfolds.jpg (310 KB, 1920x1080)
310 KB
310 KB JPG
>>933945
My bad just came back to it. I'm currently trying to make the most obvious folds and not attack memory/detail folds yet. But I don't know. I'm trying to make to japanese school uniform from Japan but damn. It doesn't click in my brain at all. I have some of the theory down like I said in my prev post but it just doesn't look good to me.
>>
I am just barely starting to learn, but I have issues on how am I supposed to model ass.
>>
>>934923
use the extrude tool or build more polys to make a butt



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.