|
|
![]() |
![]() |
![]() |
|
||||||||||||||||
|
|
|
|||||||||||||||||||
|
|
||||||||||||||||||||
Sculpting Here is when all the fun begins :). I started by importing my very simple base cage in Mudbox which I created in 3dsmax earlier. The basic rule when you start a sculpture is to block in the basic masses and forms. So I did a fast first rough pass of the bigger shapes such as the brows, lips, cheekbones, temples, etc. You should be able to get a likeness already in the first 2 subdivisions. At the first level, I mostly use the move and soft brush to have a correct over-all form of the head. I focus mainly on the key features. It's important to break the symmetry to have a correct likeness. It's not a big deal since you can always use the mirror tool in tangent mode. If you want to avoid any 'blobby' effects, I recommend you to always set your brush to a low intensity. And choose an appropriate brush size according to the scale of the details you want to add and to be sure to go as far as possible in the current level before subdividing the geometry even further. Also, do not be afraid to smooth out details and then refine the area; do not 'fight' the geometry.
While you're sculpting, do not forget to check as much as possible if you're getting close to the reference. To have a clear view of what is wrong, I took some screenshot of the Mudbox viewport to compare it with the reference inside Photoshop. It's quite efficient but not really indispensable.
|
||||||||||||||||||||
|
|
|
|||||||||||||||||||
|
|
Copyright © 2005-2007. All Rights Reserved | |||||||||||||||||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|||||||||