This here is an early render of a concept I’m working on for a project I’m hoping to pitch in a few months. I’m fairly new at sculpting and I’ve hardly considered my work to be worth putting in a portfolio so far, although I have been messing around in Blender for a good while. The project that this sculpt will work toward, once he’s been complete, is a sort of biological sci-fi work that incorporates a lot of organic design. This character is a sort of “mad scientist” trope who also happens to be a major antagonist so I’m hoping that, when completed, he’ll have a proper intimating look to him. I’d really appreciate feedback here since I’m still rather new at this, this would be my first real sculpt apart from a bit I did for a book I had purchase (Blender Master Class: Ben Simonds). I’m considering a white/black color scheme which would have a stark white leather like skin with black details. If anyone’s interested in the full written concept I wouldn’t mind posting it, but as it’s a bit long I thought it would be best to omit it.
Great start! This looks like multi res, is it? Or is it dynamic topo? I’m still learning about sculpting! XD I guess you’re going to retopo this soon? Please post more!
Also so how did you get that clay looking look? Is it a matcap? It looks like something out of zbrush XD
Sorry for taking so long to reply, I actually thought the post had not been made. I used multires to build up level by level. Blender has MatCap’s built in, you can find them under “Shading” in that right panel attached to your viewport.
Also here’s an update of this project:
The sculpting work was shared between Blender and Sculptris, I’m wondering if I couldn’t have done the same in Blender with the dynamesh tool though.
The retopo work is done now, I’m in the process of UV/normal mapping. I was able to get the poly count from 500k to 3k but the uv mapping has been a bit difficult. A large seems stretches from his forehead to the back of his neck and it’s rather visible as this character is very bald. Also I’m now experimenting with how to go about getting the rest of him made. So far I’ve decided to try modeling the body separately but I’m not sure how that will turn out.
So from Blender to Sculptris back to Blender and then to Unity the head looks a bit like this:
[ATTACH=CONFIG]275246[/ATTACH]
Now that it’s in proper shape I’m working on the body. I noticed a few things I’d like to fix about the head. The eyes seem much too wide, as if the character entirely lacks eyelids of any kind. Also he appears almost to be wearing a mask, there isn’t enough influence from the bone structure. I figure that I’ll fix these details and work on textures when the body is ready to be attached. I plan to do the body separately then expand the retopo model to include it after it’s done.
I’m working on the body now, I plan to rework the chest/back entirely so the bits featured in the previous pic might be overwritten so to speak.
I’d really appreciate feedback at this stage, I’m a bit unsure of some of the choices I’ve made here. The profile seems to be a bit off and I’m not too happy with the feet.
I’m working towards making this alien lean a bit like Frankenstein monster in some aspects. I’ve also tried to hint at a skeletal influence.






