Showing posts with label dynamesh. Show all posts

June Sculpt Sketches/Crunches

No Comments »

Sorry for not updating. Been away and very busy at work. That hasn't stopped me sculpting though! Here are a few done over the past month or so;



Above: Torso study based on an imagine in the 'Anatomy for the Artist' book.
The history timelapse is below;





Above: An attempt at a more animated/ hard surface stylised creature. Wanted to get some hard edges in there for the nose.


Above: Tried working off a concept image but it failed. Just started sticking objects on the side of him as he was meant to be a future/cyborg style character
Below: Refined the eye a little. I'm starting to see common errors in my anatomical work, namely making the cheekbones/cheeks too pronounced and pushing the eye too far back in to the socket. 30 mins reworking and I was a little happier with this.

I also have 2 new books. Eduoard Lanteri's Sculpting the Human Figure and Zbrush Character Sculpting Vol.1 from 3D total. Both are excellent and I recommend them both highly!

I'm starting to see more areas to improve on and getting more comfortable with the software now. With a bit more work I'm planning on taking a course such as Scott Eaton's for anatomy. In the meantime I'm going to be getting a couple more books and one of the new Stan Winston School dynamesh tutorials found here; after payday next week!

Absolutely hooked on sculpting now, after more confidence in certain areas and slowly improving I'm hopefully on track for making my own toy or statue next year! (just as a personal project). Each of these were maybe 1-2 hours each (The bottom one was about 2hr30 just as I went back to tweak the eye). The Lunchcrunch philosophy is really helping me focus on the sculpting. Getting much more done with it!



Zbrush: Recent crunches

No Comments »

I've been busy with building and launching my new website. It is now up and you can check it here!


It will just have my photography work on there but I still have a keen interest in sculpting. Over the past few weeks and months I've been doing some 1-2 hr crunches taking inspiration from the Lunch Crunch group created by Danny Williams. It has really picked up there with nearly 1000 users now.

Here are some of the recent crunches done by me. These aren't great but I find restricting time down to 1-2 hrs I get more productive work done than if I spend hours on it.


 Above: a head sculpted in abut an hour. Got the basic form in a sphere and worked on a non symmetrical sculpt. Insert multimesh curves used for easy cables
Below: A torso sculpt done by adding major muscle forms as dynameshed spheres and cylinders. It bulked it up quite a bit so maybe a good technique for a comic style action figure.




Above: An alien sculpted originally from a broken mannequin. I added arms and the thighs with insert cylinder. As it was a dynamesh with project on a lot of detail could be kept.
Below: Here was the forward history of it to show the original error and carrying on from there (just in case other people find they have times they feel nothing is going right, it is always worth carrying on to see what you get!)




The above was a frogman alien concept, a simple sphere. My goal here was to make something simple to test my own alphas I had made. It worked pretty well!!

I'll continue to sculpt. I have just been looking at the new zbrushworkshops.com and signed up there (although just a free account currently). It seems great and has some great starting points which I'm going to look at and test!


First new Zbrush Tests

No Comments »

Finally got my hands on Zbrush again after 3-4 years. These are some of the first tests done testing dynamesh + Shadow box. Some of the notable editions are the insert features. I like the mannequin tool as well, hopefully to be the basis of some sculpts I'll work on.

Here are my first new tests done over the past day or 2.


 Above: The insert ears brush tested with dynamesh. While I will properly learn to do ears this is awesome for doodles/sketches!


Above: Playing around with Matcap shader options to create a hard plastic toy look
Below: Using the Curve pinch tool to emphasise hard edges along with the Hpolish brush. Shadow Box used for simple 'Jaw'