I wanted to started doing more of these portraits while not getting too spammy with the finished projects section, so I’ll be updating this from time to time!
Oh I’m no better! My favorite is Ibuki, and she’s pretty disgustingly high on the tier list in #4! She’s really different in #5 though, so I’m pretty bad with her now
Sorry, I fell asleep. No, my workflow is to use dynamic topology at constant detail for a very low setting, such as 30, and then when I get the proportions correct, I crank it up to 150 or 200 and go over everything with a brush set to 0 strength to subdivide it, since detail flood fill usually causes crashing and is generally annoying to wait for, and then I turn dynamic topology off and sculpt at full speed with the triangles it created!
Alternatively you can download the sculpt branch by Pablo Dobarro and replace the second part of the process with voxel remesh of 0.004 or 0.005, I did that for Sagat, but the results are about the same whether they’re quads or triangles if you ask me once you’re up at 5 million
For actually keeping them “crisp and pristine”, the main tools I use are smooth at a very high strength and crease, pinch, standard brush, and grab at a very low strength. High strengths are the destroyer of worlds and always make it super lumpy. If you build up to it very slowly with the standard brush at like 0.1 to 0.3 strength, I guarantee you’ll be able to control it much better! Hope that helps, although your sculpts are already amazing!
Also the colors are just vertex paint and Blender procedurals!