Thanks Chipmasque, Like you feel that way!
The last images are not dynotopo, just multires, up to 5, and in my computer it works perfectly (a 3 years old notebook with a i7 and a gtx 680) I’m testing a base mesh.
The face of the girl and the body blocking was Dynotopo, I mostly work in Dynotopo, but I really want to avoid retopo. So I’m trying different workflows.
If you know hot to model in the real world, I think you have to try!!! I never really sculpt in real life, just drawings, And the transition to 3D sculpting was really nice, I still fight against blender from time to time, but I think is really enjoyable.
I hope I see some of your sculpting!!! you will for sure enjoy, I can garantee.
was on my old, very slow comp, as a normal map source for an animated model. I over-exaggerated the muscularity some hoping to be able to adjust it in Cycles. Turns out the normal mapping didn’t work as well as I’d hoped.
Hey! it is nice to see this! you really like skinny girls!
There is something strange in the shoulder area, I think the pectorals and the back shoulder muscles insert to high, But I don’t know if that is to get better results when animating.
I hope to see some dynotopo from you!!!
Rather than a stand-alone anatomy study , this sculpt was intended to add muscular detail to my animated figure via a normal map, and so could not depart far from the forms already defined in the figure’s mesh cage, which was optimized and weighted for animation, so yes, you are right in that regard. This was also done before my latest work on the muscle system, where building the muscles revealed some of the small errors you mention.
Yes, my personal preference is for slim women, but not skinny girls However, in this case, the character had her own physiological demands, and was based on a bit of concept art I did long ago:
I can see the importance of sculpting in your example there, you really have a lot more gesture, and natural feeling with the 2d, And that is something you can get with the sculpture, that you probable can’t do with vertex modeling. That is what I really love about sculpture, finding the gesture, the natural feeling of the body, not just placing the thing where they should be, but see that they work together, and that comes when you don’t have to worry about topology.
Is more about the art, than the technical part, at least to me. but you can rig a character with a strong gesture, they don’t have to be stiff right? maybe I am wrong.
Well I certainly hope so, as gesture is at the heart of figure animation just as much as with figurative sculpture. Gesture is the most fundamental form of human communication, so it will be essential to every kind of figurative work.
Not likely as I am working pretty much 24/7 on getting a short tribute to King Kong made – I’m tied up with designing key poses, doing a storyboard of sorts from rendered stills, and of course fighting technical issues.
Right!! you have a lot of work ahead with King Kong!!! good luck on that project!!! If that is the reason I certainly can wait hehe, really awesome project!
@anon61551747! Thank you! Well, your sculpting skills are the ones that are EPIC! I’ll try my best to be up to the expectations! hehe
I’ll be posting my progress thru the course here.
Well, as I continue with the course I realize that I need something to take measurements, and there is no actual addon that I could find that help me to take measurements in a fast and easy way.
So I made an ANTHROPOMETER! Yeah! haha.
It has 9 segments, that is the bigger number I need to compare in the human body. I’ll post some examples on how I use it.
You can download the blend file (if I learn how to upload a blend file)
If you have any idea of how to improve it, or you make a new one that fits your needs, please share it with us, so we can make the best anthropometer of the world! haha.
You can edit mine in any way you want.
@RickyBlender!
Yes, of-course, this are average values, you have to start somewhere, and then you can change something here or there, to make your character be unique
But know the “average” values, helps a lot! a lot!
About the heads, 7 and 1/2 are the more realistic proportions, but now days, for heroes, and comics etc etc, they use 8 heads or even 9 heads, I like 7 and 1/2 because I look for a realistic stile.
For me the head is with all the skull on it. but if you have different references, it can be useful to. It depends in with relations you made. there are a lot of ways. but you have to chose one per character.
But if you are going to make a likeness you need to have proper references, and measurements. But because you know average proportions, your eye start seen the differences right away. knowing average proportions helps a lot!
About symmetry, yes. we are not symmetrical (some more than others), but when you are blocking the forms and taking measurements, just forget about the symmetry, that comes latter.
The nice thing about the anthropometer is that you can chose any kind of proportion that you like. it is just a block with 9 identical divisions. (if you go to an 10 or 11 head character… well good luck hehe) I just put the 9 divisions, to know the proportion of the eye.
Setting up these landmarks and learning them is an incredibly useful thing to do, but I would strongly discourage you from using them ever while sculpting. It´s a trap my man, it´s a trap! You´re cheating you brain out of the habit of having to try to judge the correct proportions and as a result to be able to see the mistakes you make clearly. The feeling/sense for proportion can only be improved by training it hard and consistently, barely by tracing… so I think at least. I have never ever used a reference plane inside of a 3d application, but I´ve seen many, who did and most became dependent on them forever. They produce amazing things, but can do so only directly from reference. Being dependent on tracable reference is the biggest timeburner there is in 3d art. (and also the biggest killer of creativity and innovation in my opinion). I´m not taling about using reference of course, but exclusively about tracing reference. My advice would be to learn the bones, the major muscles, the distances from the bony landmarks and all the good stuff you learn in the courses and all the stuff you figured out in these pictures and practice creating nice silhouette from all angles using eye measure only. It´s way more painful but also way more “gainful”. To make things short: Create, then measure, then adjust.
AVOID measuring and creating based on that measurement. (Just my 2 cents)
Well!!! yes! I don’t use the background-mages for sculpting, I put them just to test the anthropometer against Loomis, It is just to make some measurement, because there is no way in blender to do just that.
Anatomy knowledge can’t be replace. I totally think that you are 100% right.
My brain is getting to the point I think I can go with out measurement, but It is nice to check after if you are in the right track, anyhow, sometimes you feel that even when your measurement is telling you to move something you can clearly see that is more appealing to not do it “properly”
Every sculptor that I have seen, makes some measurements in some places.
Also if you are not sculpting in a t pose, you can’t do “proper” measurements, so I totally agree with what you said about silhouette, and eye measurement.
Eye measurement is hard, but when you start seen relations between points, and looking the shadows, and the volumes, it start to get easier, and easier. but it is hard… especially at first.
Thanks for your 2 cent! they are gold cents haha