Anyone have general sculpting tips for me?

Even though I use a photo for reference, no faces I do turn out decent.
I have a tablet, but I lost the GD pen.

Tips? I couldn’t find any with google.

There is a lot to take in here:

Tips
#1 Replace your stylus
#2 Make sure that your base mesh has the proper mesh density for high detail areas
#3 Do as much as you can before increasing the multires
#4 Change the view often
#5 Don’t worry about keeping a perfectly smooth surface on organic objects, as it will add to their realism later
#6 The most important of them all, practice! practice! and you guessed it, more practice!

Thanks for the link.

#1 Replace your stylus

I’ve put it off for a year now because… $25 pen when I can buy the tablet and pen for $60, it just feels wrong.
Thanks for the other tips.

some advices from my little experiences:
#1 download sculptris for exercising and sketching
#2 most used brushes (in blender): grab (general form), clay (adding/subtracting volume), crease (defining shapes), inflate (adding/subtracting volume for details)
#3 learn the keys (CTRL=invert, SHIFT=smooth, F=size, SHIFT-F=strength)
#4 add a little bit to much volume on lower subdivisions, so you can go in on higher levels
#5 learn from videos like this or this.

Can someone qualify what he just said?

I am just starting out with sculpting, but the steps mikksu mentions in his post are repeated everywhere.

I don’t really like Sculptris… It lags a bit at 2000 tris, and lags the same amount at a million.
It makes no sense.

I’m not a fan of the gooey feel of the mesh and lack of brush curves, but Sculptris is great for laying down the general shape before you retopo.

Let me guess, laptop with an intel gpu?
If not I would suggest updating drivers.

As for $25 pen VS $60 tablet with pen, is it an upgrade from the tablet you have? if not you’re still saving $35 by just replacing the pen. (last time I checked I had to work more than twice as many hours to make up that difference :wink: )

@aedion: not liking sculptris? never heard that before :). i suggested it, because you don’t have to worry about subdivisions, curves or topology. for me its like grabing pen and paper and start sketching, with one important difference: i can retopo my sketch in blender! i use it in the way madminstrel says: sculpting the shape in sculptris then retopo in blender (and sculpt details in blender). btw: ever tried sculptris’ painting tool? great for painting the first layer of your diffuse map.

Well, I learned a bit from that.
Here’s an Orc, I guess. It’s not supposed to be an orc.

http://img585.imageshack.us/img585/5175/orca2.png

Anyone have tips for just rendering it to look like a statue?
Not really looking for help with the mesh, as of right now.

No more tips?
People think this one is an orc too, but it looks significantly less… Orcy.

http://img72.imageshack.us/img72/1733/face4s.png

the best tip i can give you is you visualize in your head what you want to create(this may change a little as you start)

Lots of times though i just start doodling with nothing in mind(then it will spur my imagination because it will look like something in my mind, then with that image in my mind i turn the clay into the image, obviously this is with Dynamic tessellation apps like Sculptris or MeshMixer, 3d-Coat and the Voxel room can do the same thing and even more with Ptex)

I can’t do that yet.
I don’t know anything about anatomy, I just kind of guess based on pictures.

for a material looking like marble, i would increase the intensity and hardness of the specular. perhaps add a marble texture.
to get rid of the orcish look you have to adjust the proportions of the head. the main parts of the head are good, but they are combined in a way relatively far away from the norm.

If you want me to critique the sculpt… the eyes are to high up on the forehead(eyes should be about in the middle of the head) watch the “learning anatomy video” in the link that the first person provided that link has lots of good information.

the ears should be about in the center of the side of the head(behind the jawline)
You almost have it… the main thing is get the eyes lower in the head and give your person more of the forehead.
If you are rendering this is blender, a simple way to render is just use 2 point lights, stick one behind and above the camera to the right and stick the other to the left 90 degrees and mid height.
next go to the world. check blend sky, and real sky
check ambient occlusion and change it to multiply.
Check environment lighting and change it to sky texture.
check indirect lighting if you want… (this only works with approximate we use raytrace so… it dont matter)

select both lights then the camera then press. Ctrl+P and click set parent to object.
now you can click “lock camera to view” (in the “n” panel) “and roam the scene” with the camera and the point lights will always be in target… render at will…


here is the light setup i use alot… its really easy…

Thanks, holy. I redid it.
http://img9.imageshack.us/img9/6687/face5.png

ummmm… looks like you checked “edge” in post processing or you used freestyle to render it.