nu, i may do a video tutorial at some point, but all the techniques used are pretty much covered in tarons excellent " elf texture painting" video... stroking along and accross the muscles with a wrinkle brush (effectively cross hatching).... this is a great way to enhance the "edge loops" around the mouth, around the eye sockets.... (don't forget to enable "directional")
, use of noise, pores brush... (positive for pimples, negative for pores.... and then a close spaces "single dot with falloff" used pretty much as you'd use "crease" when sculpting....
something that may not be obvious is that you can fill with the "flatten bump" brush to reduce the bumpmap overall according to the strength setting.... or if you invert the effect (rmb or hold ctrl) then it increases the apparent bump height!
I have quite a few models on the go... will post when they get interesting!
here's an old "alien" monster I'm re-working (a lot) in sculptris: a long way to go and it's hard to see what's going on inside the mouth in these screens! a proper render with shadows and ambient occlusion would help!
no texture paint yet! i'll be a while 'til I get to that!
and here's a girl.... a bit generic at the moment, but it's a a kind of base mesh I guess! (this one from sphere in sculptris.
That last Alien sculpt is looking quite promising. The girl however could use a little work in terms of her proportions and gesture. It would definitely be worth your time to look more into weight, natural curvature of the human body, and size/length relationships. Many of these issues are consistent with all of your models, which is telling me you may be relying on your mind's eye a little too closely. Anatomy can use some improvement as well, but I wouldn't make that your primary focus at this point. Anatomy inaccuracies are easier to forgive if you nail everything else.
I definitely see how some some of this stuff has escaped you, Sculptris is incredibly easy to build forms, but currently it's a bit challenging to make gestural changes. If I was to attempt sculpting a full human body in Sulptris at this point I would make sure the basic armature was nothing short of perfect before seriously beginning to sculpt. That means a good sense that the character is balancing their weight and well represented counter balances.
Anyways keep things up. I know that may come across a little harsh, but don't take it the wrong way; I'm just a strong believer that flowery critiques don't make better Artists.
Critique is always more interesting than flat comments...
you got me "bang to rights" on relying on my minds eye... I don't really spend much time with reference...
I don't really consider doing "gesture" in sculptris, as you note it's not good for that! I figure i can fix that later with some extra re-topology, rigging and posing later...
I start with a basic sphere, not an armature... The tools seem good to make radical changes in proportion and length relationships quite easily in my opinion... (you should see some of these as I work on them...true crimes against proportion!
I know exactly which sculpts are the worst offenders when you talk about "balanced weight and counterbalance", but please do expand on size/length relationships in more detail! I'm sure in some cases that's intentional, but certainly not always, so more detail please!
Alien look alright for me (and I agree shadow would help). As for girl, I tried it myself and i got to admit it's hard. General rule is: usually less is better -eg deltoid is very slim - bones which are under the skin give it most of shape definition - like here - www.seyvet.com/resim/7c67fb5cf9.jpg - you don't see much of deltoid muscle on her ) - same goes for rib cage - www.fondos-iphone.es/wp-content/uploads/2009/04/carolina_ardohain.jpg - I see mostly 3 ribs and no muscles. - arms are best sculpt as cylinders imo - no much of separation for bicep and tricep, smooch forearm - hips should be wide but usually they are not as wide as upper body. Hope it helps
Your woman is really cool. I don't care if she is correct (I mean real anatomy) but she is a character, she has a unique anatomy and I prefer this kind of character than a really hyper realistic one. When I see her, I can imagine she has a life, she exists in imagination and she's about to take part of a story and my prefered images are those that tell me a story. Even the first version was nice (the only "wrong" thing was the pubis for me)
Last Edit: Jun 7, 2010 13:44:35 GMT 1 by graphoced