fabrics: especially like the leather!
Refined the male head sculpt from a few posts back to be more of a self portrait. i keep skippingfrom task to task at the moment!
it’s a strange journey! in many ways an excercise in humility. my last update was concentrating so much on lines and landmarks that i overwhelmed the primary forms. it’s lovely to sculpt and reflect and observe… it was surprisingly easy to take what i had and be critical and push and pull it to regain the underlying shapes. this update is one where the errors are mostly minimised. in some ways i want to delete the earlier progress pictures as they are so far from the mark… I hope it’s not boring to see the process… sometimes it’'s just exciting to post progress (warts and all)!
decided to finish my node groups for making rule based systems (height, slope,vertex paint, id masks etc… this is a relatively simple test using only 3 base materials but with my node groups it’s easy to layer strata by height, slope etc, use noise based macro variation and just layer up as much as i want. the underlying geo is just a tessellated plane with some very basic height… just pulled a few polys up here and down there at random.
now it’s a case of making a set of materials that can work as a coherent environment and having some fun!
I found that since all displacement is vector based now i had to rethink how i was doing this…onthe last post i’d got offsets for height blends wrong which led to aareas with sharp spikes rather than good height based blends… and i tweaked some values!
Been sculpting and refining some more… minor upgrades i guess and i probably shouldn’t spam the thread to much but i keeo flitting back and forth between projects at the moment!
another angle… more chairascuro
EXPERIMENTS with displacements… really should combine this with the landscape tests from a few posts back!
ANOTHER COUPLE OF UPDATES:
proper hands and rig:
work continues on the self portrait:
i finally feel like i can use the hair system with predictable results! lol
still a few tweaks to do on the base mesh then I’ll do a high detail sculpt with pores and wrinkles and final colour/roughness/bump map! this is just vertex colours on the base mesh for now
HMM… lost the primary form of the jawline and maybe overdid the forehead angle… thanks blender for shrinkwrap… this last change needs a lot of tidying but i think is better!