Cool, wasa, thanks! Yeah, for Sculptris I practically never use the mouse. Sometimes just for rotating the camera into a final pose for export of the images (depth & color). Thanks, toshiro, I'm happy you like it.
Ehehe, thanks. I was trying to make it a bit slower, so you could kind of see what I'm doing. Once I can add audio commentary to it again, it'll be a bit easier for me, too, to highlight certain things to watch out for.
It's with Sculptris to me like with every other sculpting method, making material that you know you need without too much concern about where it is exactly, but just so that it's in the proper general area and in roughly the shape it should be. Those corrections are easily made as you go along. If you let worries stop you from bringing in the elements, you'll quickly begin to procrastinate...that's never really fun and stiffens you up progressively.
Relax, take your time and just casually build up the things where you need them. Bring on geometry to where you want it and then form it along the way. I might make it sound a little too easy, because you should at least somewhat know what you're doing, but once you do, it's that sort of thinking that'll turn it into a fluent procedure.
Thanks! This is good (as usual). Now I will go off an practice on some ears (Which always look like shriveled apricots to me!)
If you are taking suggestions... I really loved your organic DVD -- but it raises some questions. In that DVD you say at one point that you took the head farther than you usually would...
And in a retopology thread on this forum, you gave this constructive crit:
"Far too many polygons, far too rigidly placed with far too little sense for the existing form. Assuming that you'd eventually consider displacement, which would be a proper thought, you could get away with roughly 200 polygons or less to perfectly describe this form."
That is something that interests me a lot. When is enough enough? When do you have enough polygons to describe the form. What sort of things do you look at to determine this?
Even if you start in Sculptris, if the model is animated, you will end up laying down a low poly mesh, and then create a displacement map, right? So... how does one determine when enough is enough? (And, yes, I would happily buy that DVD if you ever make it!)
well, <taking deep breath, leaning backwards gently, gathering brainjuices...ready...here I come> ;D ... Nah, it ain't that hard. Nowadays (last 6 years or so) I just generate geometry as the means to guide the animation, which means every edge serves a purpose as much to the animation as it does to the form. It's practically the second layer after bones, if you want. It only supports the displacement to pinch and expand properly. Design is therefore not anymore in the lowres cage, really, at least not in the traditional sense. If you were to look at my lowres cages, they would look like some curious blobs that probably much rather resamble a muscle layout of an anatomy book, hehe... while they don't really line up with that whatsoever, I think. I never cared about that too much, as weird as it sounds, as I simply observe what needs to deform and make up a logic for it that ends up counting for the final result. It's not arbitrary, but designed to mimik the exact effects (or closest enough) of what happens to the top layer that we end up seeing. A lot of the underlying actual muscle system is truely serving purposes that are not exposed. The real geometry has to serve that which we can see, the skin and its anchor points.
In the DVD I started to make it look a bit prettier with extra elements that are not required in a displacement based setup....eh...thanks for watching it, by the way!
Once I do my follow-up tutorial series, I'll cover that more clearly! I might squeeze in a few artistic sessions to warm artists up for what truely counts most. Some of the things I need you to know are not part of any software based technicality, but a logic that has its origin in the artistic understanding of the matter.
Thanks for asking! I really like the proper kind of inquisitiveness, that's what I'm looking for very much and hope to find in artists!
Thanks for the vid! If you dont buy a mike soon you'll have to give me your adres so i can order you one. I have a small headset from Altec which actually gives surprisingly good quality (second part of my primer is recorded with that).
" If you let worries stop you from bringing in the elements, you'll quickly begin to procrastinate...that's never really fun and stiffens you up progressively."
Thanks so much for posting that little tidbit. I have big trouble starting sculpting, sometimes even stressing me out to the point it robs me of my initial excitement to start.
For some reason i think i have to nail it on the first try and big alterations, pushing and pulling around are just signs of my lack of skills. You dont consider it a flaw, no you even see it as an essential part of the process. Thats great! I think your stuff rocks so in a way this frees me.
Releasing that video on sculpting the nose with all the nice feedback and now this is really helping me grow (personally and in my art). I love this place!
Uh, I should check this thread every now and then, shouldn't I, haha... bouncing around so much, I sometimes just forget to come back.
THANK YOU, 3dioot! I'm very happy to have found your reply! I think we have a unique platform here to share all that which allows us to grow in many ways. I've just grown about 5cm, I think...might just be the proud posture of mine right now. Oh, by the way, it's not that I don't have a mic or a headset, my macpro simply doesn't have an audio-in, can you believe it?! So I'd need a USB headset or something... probably best a decent soundcard. Strange stuff, I know. (Thanks for the offer, though!)
Thanks, albator, you're very welcome!
Here's a new one, even if only another quick silly demo of how to pose a character. It's a bit ugly, I apologize for that, but I hope/think it does the trick as inspiration?!
Wow, that was actually a really helpful vid. I have been trying to pose a few of my models and didnt even think to rotate the joints with global on. I feel so dumb that it was actually that easy. Thanks for this vid
Ehehe, you're very welcome. I just think it's kind of the point to show stuff from scratch. When I watch some demo and it starts with something prefabricated I somehow feel a bit cheated, hahaha... weird, I guess?! But, yeah, I love to highlight the ease of modeling something in sculptris, even if it's only a dumb quick little sketch. Doesn't have to be a masterpiece, but we've talked about that already...