Tips for sculpting?

Hey guys,

I'm currently sculpting a Goblin bust. When I was sculpting some of the contures I had a voice at the back of my head telling me to built up mass with the clay stripes brush and then reducing in the details, but today I tried a different way. Instead I used the draw brush to sculpt out the contours that I want. At this point I was wondering how other people here on CGCookie sculpt faces and stuff. So, which brushes are you guys using for what? Any tips for any special parts?

Here is a screenshot (orthographic view) of my Goblin bust (WiP).

Greetings,
tobles

  • Kaj Suominen(louhikarme) replied

    When doing living things even though they are fantasy based, anatomy is your friend to understand how everything is constructed behind the skin. Key thing is making it believeable. After you have some idea on how human face anatomy works, you can then apply that to making other creatures that has similar facial structure. 

    You shouldn't be worrying details at all when you are blocking in things, broad strokes, and how it looks from a distance. 

    as for building up faces, i currently go with voxel base first for the big shapes (using 2.81 since its the future), keeping it small enought to get enough verts for eyes/mouth/ears. after it starts to be where i want it to be, i then decimate it. and go in with dyntopo enabled and add all the details. then retopo and bake stuff in with multires from the highpoly (if in blender), if out from blender then after retopo bake normals and do skin stuff in substance.

    In no particular order, draw, draw sharp  smooth, clay strips, inflate, crease, scrape, grab and pinch. Those i use depending on the situation on what i need. :)

    I dont recommend taking orto cam pics faces, they serve no purpose on how the face is actually looking. They wont tell people how the face actually looks. what you can do instead is to setup perspective camera positions on different angles that has the same focal length than your viewport settings, so you will always get the same distortion. the way you would do this is add empty on the middle of the scene, parent camera to that, add damp track to the camera and target it to the empty. now setup camera position from front add keyframes for those, goto next frame change it to side etc. 

    that way when you need to check your sculpt, you just switch to different frames and lookg through the camera. that way you also has same angle and setup between your work updates so you can better track the differences.

    this myself i wish i had discovered earlier, my human face anatomy journey would most likely been much more productive for analyze when i would have had same angle pics from each face, to make better comparison.

    Glad to see you starting to sculpt, its a journey. :)

  • Tomas Plasil(tomasplasil) replied

    I recently started learning to sculpt human anatomy...i didnt get to faces yet, Im learning the upper body right now. But what Kaj said about anatomy is very true, even though youre sculpting a fantasy character it still needs to kinda "work" in terms of anatomy. For that purpose I would recommend you start practicing sculpting regular humans. Most fantasy characters are based on human anatomy anyway. And human anatomy is pretty interesting if you find a good source to learn it from. For example, I found a course on gameartinstitute.com by Eric Wilson called Artistic Anatomy which is pretty awesome, and I could see immediate improvement in my sculpts. But if you dont want to pay for that, Im sure there are some great resources somewhere else. Just be sure to check who is teaching the course, I also found a course on Udemy and quickly found out the instructor is not as knowledgeable as they presented themselves. I dont know if there is a course here on CGCookie which teaches anatomy specifically, but im sure some character creating courses talk about the subject. Books are also a great source, but for me its better to just have someone explain it to me, and once I know something I look for more info in the books, since they can get a bit overwhelming if you are just starting.

    So if I was to give you a specific example of whats wrong with your sculpt, the area under the chin and jaw goes way too far to the back. The transition between the jaw and neck has a lot more meat there so the curve should be way more smooth. If that makes sense. Also the top of the head is probably a bit too square. And there is also a muscle going from behind the ear to the from of the clavicle which is not in your sculpt. Those are just a few examples, a person more knowledgeable about head anatomy than me would tell you more :)

    Another thing thats really important is that your sculpt is way too highpoly right now. You will geta much better result if you start with extremely low poly and progressively increase the resolution.Try to get as much definition as you can with each level of resolution. Good thing to do is to look at your model from far away and see if the forms are readable. So to give an example, start with really really low resolution and sculpt the outline of the head, eye sockets (without eyes), cheeckbone, jaw and neck. Dont worry about detail, just try to get the volumes right. Then zoom out pretty far and see if you can recognize the features. This is just a thing that works for me, the main thing really is to get as much definition at low poly and then progressively increase the detail.

    Also, as you make sure that you work on each part of the sculpt equally. So its not like here, that the mouth is just a line, while the eyes already have eyelids. And again, increase the resolution in small increments. It will make it easier to smooth the hard edges, since smooth brush works based on polygon density.You will have a hard time smoothing the top of the head and get rid of the hard edges if you try to do it now. If you jump to a high resolution too fast, your sculpt will turn out lumpy, as you can see on the ears for example. (if you want it to be lumpy, is much better to add the lumps at a later stage exactly where you want them)
     

    Lastly, dont worry about brushes. The main thing is get the volume and structure right. You can do a whole sculpt with just clay strips. If you just use that, smooth and crease, youll be fine. If you just have a general idea what each brush does, you will probably realize when you need it when you get to that situation. Just play around with them and soon youll figure out which brushes work for you. You dont need use the same brushes as someone else to get the same result, the brushes are really not that important.

    And the really last thing, I see that your chin is asymmetrical. I would recommend to just leave the symmetry on for now. Making the face asymmetrical is a great idea, but leave it for later stages.

    I didnt expect to write such an essay, but I hope it helps :) I guess its also good for me to recap some the things I picked up so far :D

  • tobles replied

    Hey louhikarme and tomasplasil,

    thanks for the tip with the camera!
    Do I get it right that you don't have a fist formula for specific parts and which brushes to use for what?

    For the asymetric at the chin, I don't know what happened that it got asymetric but I had symetrie turned on the whole time.

  • Tomas Plasil(tomasplasil) replied

    No I dont think there are any brush formulas that will make a sculpt magically better.  Sculpting is more about volume, proportion and shape, and the brushes are just a tool to achieve it. Im not saying  the brushes is not important, but there is a million ways to use them. Lets say you want to sculpt a nose. You can just build it up with clay strips, you can mask the shape and pull it out with move brush, or you can make the shape from primitives and then boolean everything together. Its really up to you which technique will work best for you. Of course some techniques are better than others, but I dont think there is an objective answer to which is "the one correct way to do it".

    Just watch other people sculpt a head on youtube, or watch some tutorials, and youll see that everyone does it slightly differently. Try out different techniques and youll see which one you like the best.

  • Kaj Suominen(louhikarme) replied

    no, there is no magic brush that will do the job for you. :)  that said,  understanding the brushes and their properties will help a long way to help your way.