The main goals for me are to improve the skill of catching forms and practice anatomy and sculpting, so I always start from scratch - no previously prepared base meshes, only sphere or another primitive. I try to catch the likeness - it’s not easy, especially when you have only a few hours for the entire work. Usually, for speed sculpting, I use artworks of 2D artists as reference (of course, I mention them in the credits whenever I post my work anywhere). ![]() Also, this approach helps to optimize the sculpting process - you will try to find faster and more effective ways to achieve better results. ![]() Since time is limited, it's quite important to concentrate on basic proportions and shapes. Speed sculpting is a very useful exercise for improving a range of skills - understanding of forms, attention to details, different sculpting techniques. For this phase, I increase the polycount to the highest level. It helps to operate with forms easily.įinally, I work on the smallest details: wrinkles, surface details, some small accents - all these things can be done when all the previous stages are finished. For the current level of detail, I try to keep my model as low poly as possible. I use different approaches for different kinds of surfaces - dynamesh when sculpting organic forms, Zmodeler and Dynamic Subdiv for hard-surface. I can paint some details in Photoshop over the 3D blockout - switching between ZBrush and 2D software for refining some elements usually works faster for me. After finishing the big forms, I start to work on a middle level of details - groups of muscles, clothing, etc. Make sure that the model has an interesting and noticeable silhouette. It’s very important to find clear and bold shapes at the beginning. Then, I use ZBrush for sketching, working out big shapes, and defining the silhouette. I need to imagine clearly what I want to see as a result before I start to work. Usually, the work begins with an idea and reference search. ![]() Eventually, I decided to concentrate on two directions: creature concept art and stylized characters (old school hand-painted and PBR). I love a lot of games with different styles and there are a lot of things I would like to try. I’ve always had a problem choosing which style and direction I want to work in.
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