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File: Kaijuju.png (1.07 MB, 1371x1371)
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Anyone know how I can take my sculpting up a notch? This was the last complete piece I made for University. Also any tips for me before I start to learn retopo would be much appreciated.
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Will post Sketchfab if anyone is interested
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>>700950
Is this really how 3d students are leaving University?
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>>700952
>Says inept /3/ troll for the 10th time today
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>>700952
I’m a first year xd
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>>700950


how to sculpt 101

always use reference.

learn anatomy.

Be definitive, sculpt what is there, not what you "think" should be there.

Ambiguity is bad do more research.

Get in base form before detailing, or why fucking bother with skin alphas if your musculature is shit.
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>>700961
this
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>>700961
Is it okay to use photo or drawing refs?
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>>700950
Study living creatures when you're making made up stuff. Pay attention to how the structural anatomy of the creature you're
making would've worked (and come to realize why spikes at elbow and knees is an infamous meme among creature designers :P).

Look at the overall shapes you have, try to make it look like they're under tension of real muscles and tendons spanning a skeleton that can articulate.
Does it look like the creature is ready to move? Have your major shapes flow into one another and lead the eye across surface
look if your lines are flowing into something and if they're not alter them so they do pretty much wherever you can.
Doing this will make it look like they're more tied together and belonging to the same evolved system and not just growing like blobs out of nowhere.

Think you're stuff shows promise so here is a example of applying the concepts mentioned above to a design.
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Use as much reference from as many sources as possible.

The difference in form, what has been exercised/developed varies from person to person.

The animal kingdom is filled with inspiration for creatures, mix and match.

Photos, classic sculptures, avoid drawings unless it's by someone that knows anatomy or you will be doomed to copying mistakes.
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>>700964
So that's why everything artists make look boring and generic
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>your fantasy creature's arms don't look human enough
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>>700988

And here we have the classic argument.

>why do you care about logical interactions of characters, the movie has dragons!

It being a fantasy creature or setting doesn't absolve responsibility of making it internal consistent or believable.

Wanna world build, different gravity, atmospheric makeup with corrisponding creature skeletal size/muscle arrangement/scale/morphology go for it.

However there needs to be that work there. Otherwise it's an offhanded way of excusing a shitty sculpt up there with

>it's just my style!
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>>700964
I'm not OP nor a character artist, but I appreciate you sharing those insights.
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>>701002
>it's just my style!

Faggots still make more money from Patreon with that excuse than you wagies do without knowing jack shit about 3d, let alone an artistic concept like anatomy.
>imagine spending years learning and practicing form and anatomy and being out-earned by some deviantart faggot.
Cope.
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>>701062
But anon, Op was asking how to take his sculpting up a notch, not how to cope with being a faggot.
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>>701066
>how to take his sculpting up a notch
Only poor faggots know how to do that. Faggots who spend their lives striving to become good for literally nothing, because nobody cares that you can make an arm look like an actual arm.
See this >>700988
Face it, being good means nothing.
Nobody gives a shit.
If you're one of the guys who made LOTR or Avatar, you will get relentlessly shit on, because the average movie goer MUST say his uneducated opinion on the big blockbusters to feel relevant when he comes out of the theatre, then goes home and donates another $10 a month to the guy that animates dragons fucking cars in SFM, or poses pre-made women in Daz.
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>>701067
You sound very jelly anon.
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>>701067
>dragons fucking cars
This sort of rings a bell...
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>>701075
Of what? Of being a cuck wagie like you? Think again.
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>>700950
S E C O N D A R Y
F O R M S
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>>700963
You should always be using photo refs. Drawings help too.
Even for aliens and shit. Muscles and tendons and shit are pretty similar across the board. Musculature wise (in terms of how things are put together), most quadrepedal mammals are pretty similar, and most reptiles are pretty similar to themselves as well.
Each group shares common ancestors, and just built off of that. Which means you can use that for things that don't exist, instead of making up muscles like the gibblitygooblity.
Aliens would probably have different anatomy than Earth's, but humans being from Earth, we've only got Earth creatures to reference from. So things that vary wildly from that will just look like a lumpy mess of shit. Because the audience doesn't have any frame of reference because they can't compare it to creatures they know.
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>>700964
OP Here, this is based I appreciate the time you took to reply. Thanks man.
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>>701119
Stop hiding your shit behind alphas. If it doesn't look good without alphas don't start stamping shit all over the model to try to fix it.
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>>701125
post ur work virgin
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>>701130
He's right though. That model isn't near the point where you'd start adding texture and stuff. Right now it's at the basic blockout and general forms.
He might fool himself into thinking it's good when he put texture on it, but he's not fooling anyone else.
He's only in his first year though, and he'll only improve from here.

Best of luck OP.
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OP you genuinely suck. learning to draw anatomy might help you
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>>700988
10/10 bait. Made me genuinely angry.
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Sculptfags are the worst of the worst
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>>701119

JFC

Scott Eatons Anatomy for Artists

it's in the usual place, go, get, study.
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>>701130

This is my work faggot: >>700898
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>>700950
give it penis
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