yeah it’s coming together. not exact but i still like it. gotta do more detail to the eyes but not sure if my pc can handle it…
If you are having performance issues during the initial sculpt, have you though about using dyntopo?
If you don’t know, dyntopo is a tool that locally remeshes the area you are sculpting, allowing you to have different density on different parts of the sculpt. This allows you to zoom in, draw a tiny detail and that small area gets remeshed with enough polygons for the small detail to appear without touching the rest of the mesh. There are options for the remeshing to happen based on screen size, brush size or constant size.
thanks. dyntopo makes sculpting the eyes a bit easier. still get quite a bit of bumpiness in the retopo which I guess is a skill issue
If you have bumpiness after the retopo, first make sure you aren’t shrinkwrapping the retopo to the original, at least not with multiple levels of multires. Shrinkwrapping the level 0 or 1 is fine, but anywhere past that and you will transfer the lumpiness to the new model. The new mesh is an opportunity to “reset” the detail of the sculpt, restarting from a smooth base to then resculpt the fine details.
If you still have lumpiness doing this, you might try to activate the “loop tools” extension that comes with Blender. It adds some extra tools that can affect one edge loop at a time. The “relax” tool is really useful to clean the curves and spacing of vertices along an edge loop and can help smooth the structure and lumpiness of a model.
Basic sculpt and retopo done. Back to ucupaint and it doesn’t seem to bake shrinkwrapped multirez normals which is annoying since i wanted to leave it on.
A bit of paint and baked cavity and normals. Also a voronoi color mixed in. I need an easy way of making stylized skin. can’t find protutorials for how disney/pizar do it
They are pretty minimalistic, you are actually very close already. Maybe add a bit of red/purple on the eyelids and ears?
Sculpt 79 rendered.
A few weeks ago I would have been delighted with this one.
I have made progress with using the clay brush to quite easily make stylized ears. Mask extract gave me a very easy simple hair and eyebrows.
I think the finer shapes and the textures are where i am a bit stuck. i know I can make maps for roughtness, subserf etc but i don’t know how to do it well.
Oops she’s a bit more childlike than the reference but still a nice character.
The mouth is giving me grief with the multires and the shrinkwrap. vertices keep glitching even if i have a vertex group except from the swrap.
How do pros do it? I’m using a multirez and shrink-wrap to keep the shape of the sculpt. I guess animators have to apply all modifiers. Do they just have a lot of geometry for things like eyelids? Are there any examples of the actually topology of pro animated movies?
With the mouth, I can see 2 paths. You could do the retopo completely enclosed, then split the mouth open only when you are done and then model the inside of the mouth in edit mode. An other way would be to sculpt/model the mouth slightly open, that can be good in a real production because it’s also easier to rig.
When they are done with the retopo, they apply all the modifiers and then get rid of the original sculpt. The retopo becomes the one and only mesh without modifiers and any further change and detailing is done on it. The original sculpt is mostly a mold for the retopo and its shape doesn’t need to be preserved or transferred in the later parts of the process.
Eventually, the goal is to get rid of the modifiers (except maybe some subdivision applied at render) and you bake all that detail so the multires can be removed. Animating with multires and shrinkwrap wouldn’t be a fun experience.
Not necessarily, a lower res model with subdivision will give a smoother curve. If you can’t detail the eyelids on the initial sculpt, you might be able to detail them on the retopologized mesh in edit mode.
The reference you just followed is an example of it. Though this image is probably the first level of subdivision applied, because it’s a bit high for doing directly by hand.
thanks for this. gonna resculpt the multirez and bake to normals again.
Would be nice to see a tutorial or course from actual disney/pixar character designers of the whole process. I guess that in part of their in-house education.
Sculpted skin texture with some brushes. Denoiser all but removed it lol.
Am I supposed to be doing anything else with the pores? some kind of cavity mask for the subserf? Can blender make a thickness mask?
If you have all the pores physically sculpted using finely subdivided geometry, you might try to paint those bumps in sculpt mode using cavity masking. they will survive rendering better if they have a subtle color to them.
This is cool but how do I make it a texture?
You would have to bake the diffuse color. If you painted the object’s entire color in sculpt mode, you are then done and can plug that bake in the material’s color. If you didn’t, you would have to mix that bake in.