Hello, Im new too sculpting and I wanted to try to make the character from Berserk (Guts). I know I have a lot of detail off, and maybe it doesnt even look like him, but I do need feedback. Its no where near complete and I have a lot of things to learn. (btw I didn’t focus on the neck, mostly face)
I also wanted to ask how do I make his hair? Because I sculpted it, but it looks really off. I saw a stylized hair tutorial, but is there any other good way, and faster way than using paths?
I’m looking at this and I think most of the problems I see could be fixed by using the tools a bit differently.
First thing, did you do this from memory? If you are sculpting a face (and especially an existing character), you will really benefit from importing images of the character as reference planes, ideally from both the front and side views. You can then sculpt side by side with the image, or perhaps even in front of it for the most accurate proportions.
Faces aren’t something you can do from memory unless you have lots of experience and know facial anatomy really well. And even with experience, it’s a good idea to use a reference if you are doing a specific character.
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A second issue I see is that the face is quite lumpy. That’s the sign of a sculpt that was remeshed too finely too soon.
If you start sculpting with millions of triangles from the beginning and try to shape the broad features of the face like that, the slightest mistake will get captured as fine crumpling on the surface and that will be really hard to smooth out because the smooth brush acts differently depending on the resolution.
You will get better results starting with a lower resolution, with only a few thousands triangles. First maximize what you can do at that resolution, get the sculpt to the most correct broad shapes you can get at that low detail level, and only then remesh more finely. Repeat with a few tens of thousands of triangles, getting the medium sized features as correct as possible this time. When the shape of the sculpt is correct, then you can remesh or subdivide to millions of triangles and focus only on the smallest details without worrying about the broad shapes.
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Let’s talk about the hair.
The method with manual curve placement is great for cases with fewer, bigger locks. With the amount you need here, I think I would use an actual hair system to do this. Except that instead of using the default realistic settings, I would change the width of each hair to be very thick.
Thank you for the feedback, I did try making it from memory, although I had another tab open in blender as a refrence. Im still new to sculpting, I need to focus more on the anatomy. I think I did the lips pretty bad, probably the worst thing about the sculpt.
BTW I heard people use multiresolution modifier, when do you use it? Also remeshing. Whats the difference?
You would use remeshing early in the process, when you are still making the general shape of the sculpt. If you are sculpting from a sphere as the starting point, you will need to stretch it into shape to make the shape of the character and that will deform the polygons a lot. Remeshing can then reset the polygon density so they are once again evenly sized and you can continue stretching and shaping the model more and more.
Multires is useful for making the final pass on a model, for sculpting the fine surface detail that is meant to be baked to textures. Multires doesn’t allow changing the number of faces on an object after it’s been applied, so you use it only once you have the final mesh that won’t need to be changed again.
There are 2 main ways to use multires. You could use it to sculpt detail that will be hidden in the viewport but visible at render, that way you can actually animate a sculpt with millions of triangles. Multires also allows easy and clean baking of normal maps and displacement maps: there is a “bake from multires” option that just instantly gives a clean texture and it’s much easier than the alternative of baking the texture with separate meshes.
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If I was making an actual character to be used in a production, I would do two separate sculpting passes.
At first, I would sculpt with remesh until I have the correct shape for the character, but without fine details.
I would then do retopology on this sculpt, changing it into a clean final mesh with a nice edge flow and UVs. This mesh will be the actual one that will be used, the remeshed sculpt was just a template to make it and can then be removed.
Once I have the final mesh, I would add a multires modifier on it and do a second sculpt pass for all the surface details that don’t change the shape too much (skin textures, wrinkles, muscle detail). After that detail is done, the multires can be used to turn it into textures easily.