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WIP Medieval Scene - 2nd Ever Attempt at Sculpting. Work In Progress

So I am doing a scene for a contest on another site, and I am planning to make a Bearded Dragon and a Big Ol Dragon (there is a story, but don't want to spoil it). I have only ever sculpted the shark that you see in my profile, so of course it is logical to jump right into complex animals...right? Sure. Well, I am pretty damn proud of my progress on the bearded dragon body so far. Reference images included. This is all freehand. I also sculpted/modeled the furniture in the scene. @theluthier would love to hear what you think, also, how do I make the colors look less low poly?
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  • @theluthier I've added a few more things :)

  • @theluthier Thanks! Glad you like him so far. I was actually taking that course and got kind of stumped since I messed up some stuff early on and decided to take a break from tutorials (I've been doing a lot in a row lol) and hopped into this for fun. I will watch the painting and texturing after I finish this. I felt I needed to take some time to just mess around in Blender to process all the tutorials I had done so far. I've basically been tutorials for about a year now as I've been self teaching Adobe Premiere. After Effects and now this lol. Trying to find my niche.

    After I finish this project I am going to restart your sculpting course and try to get the chest right the first time lol. I actually finished the dragon yesterday, am working on the scene now. I'll be texturing the walls with premade textures so will be doing some of that soon. :)

  • Kent Trammell(theluthier)

    I really like how you're unafraid to dive into a complex sculpt this early in your sculpting journey. You seem resourceful and determined to create what you want however you can. That attitude can take you far!

    So far it's looking pretty good! My only advice is to be careful about detailing too quickly. I recommend "blocking out" the whole creature before adding any details. This way you can achieve the broad proportions with simple geometry. By the time you add the small spikes it's much more difficult to make broad changes.

    The colors look low poly because it appears that you're applying different materials directly to faces. Painting a texture is the best way to add smooth, non-pixilated colors to the surface of your models. This course teaches the basics of texturing 3D models: https://cgcookie.com/course/modeling-texturing-shading-a-treasure-chest-in-blender-2-8