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New to 3D Sculpting, tear me a new one.

blakfeldblakfeld Registered User regular
edited August 2012 in Artist's Corner
Hiya! I haven't been here in a few years. That's kind of how I roll. I post something, then I disappear for years. Anyway, I've recently been trying to learn some 3D modeling, and while I know the emphasis of this board is 2D artwork, I'm having a hard time finding people to give me a solid critique, so I'd love it if you could tear me apart here.

For my first real project worked into completion, I've decided to do Ash from Evil Dead, because I've always love the absurdity of the character, and he's always kind of been a go to for drawing or what have you. The final goal of this model is to knock it down into a low poly version to throw into either UDK or Unity to toy around with (I'm a programmer by trade).

Here's my base mesh done up in 3D Studio Max:

Here's a first run at sculpting, so he's got some muscles laid out, some basic surface anatomy, and I gave him pants (you gotta have pants.):

And here's the most recent sculpt that I finished last night, so now he's got a shirt, and some straps I threw together in 3Ds Max:

The main problem I have with it is I feel like the shirt wrinkles look a little arbitrary, and maybe a little too soft, so I think I want to spend some time carving in a harder edge on the shirt. The pants think look pretty good until you get to the boot, then they get a little odd, so I need to go in and round those out a little more.

Alright, Please tear me apart, let me know what mistakes you see. Dammit, PA, make me a better artist kicking and screaming.

blakfeld on


  • KochikensKochikens Registered User regular
    So you're planning on animating this model?

    If so, show us your base model with his polys visible.

    You need to have a very strong base before you go into zbrush. Your lack of confidence is showing, which is why this just looked like a very carefully squished chunk of playdoh. I mean, you don't even have a face, what are you doing in zbrush with him already.

  • blakfeldblakfeld Registered User regular
    edited August 2012
    I'm at work, so I don't have access to the mesh to get more pictures, but here's the Base Mesh with poly's visible:

    The technique's I had been reading about had suggested having a blank basic person, and using it as a starting point to begin sculpting from, as opposed to modeling it, then detailing it. But it might be a bit presumptuous on my skill level to jump right to that part. My intention with the face was to model it separately and attach it later on.

    What workflow would you recommend? Perhaps it might be better to model it out "completely" in Max and then detail as opposed to taking a sculpterly approach?

    EDIT: Fixing spoiler tags!

    blakfeld on
  • KochikensKochikens Registered User regular
    edited August 2012
    Well, if you're planning on animating it you're going to want to do not shitty topology.

    I mean, are you planning on rendering out a normal map and throwing it onto your model? What's your plan? Personally I'd recommend making a not shitty base with good topology then importing it into zbrush. Because really, you're getting ahead of yourself. Before you even worry about doing a super pretty hi-poly model you need to know how to make a functional low-poly model. Start small. You've jumped your gun.

    Do something like this and then worry about doing a hi-model zbrush sculpted human. If you were just interested in doing hi-poly glamour SCULPTURES I'd say fuck it and start your shit in zbrush, but seeing as you're planning on importing it into unity, then yeah. Start small. Make something that works. Think about your topology. Once you manage that, then work up from there.


    Kochikens on
  • KochikensKochikens Registered User regular
    cmon @blakfeld updaatteee :3

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