My First Attempt at Sculpting A Full Female Figure in Blender 2.80RC1
Sculpting Full-Bodied Figures 101
Here is a full figure sculpt I made yesterday, albeit a halted attempt at making one. I had to stop working on it when I realized that I had not turned on my screen recording software, OBS, to make a sculpting timelapse video.
So, I'll just use it as a teaser for my blog readers here. I will make another sculpt later, when I'm done with my other tasks. This activity is a result of a directive to learn and become proficient in 3D sculpting, a skill that will be used heavily in our upcoming projects.
A Turnaround and Other Views of the Model
I made this sculpt without the benefit of any reference, and relied solely on my knowledge of anatomy. I wanted to test myself and see how much detail I could sculpt in, before resorting to the use of references to aid me in my effort. I haven't done anything like this, either by drawing or 3D modeling, in a long time.
But I am quite pleased with how it turned out, even in its incomplete, naked glory. However, to my readers who are also involved with this kind of work, having references is a must, once you start adjusting the proportions, and putting in the detail. It's only in the blocking out phase that you can forego having a reference image to look at. Always be aware of this fact.
Some Screenshots
Every sculpt begins life an "ugly duckling", and this lady is no exception. Too bad I wasn't able to record it, but you'll see a video of my second attempt soon.
Turning a ball of digital clay into the shapely form of a human female, is a necessary form of "creative sorcery" for someone like me and my kind, and one made possible only through one's possession of an adequate knowledge of human anatomy.
Don't you just love how the matcap (contraction of material capture, a type of shader) makes her look real? And what more when the model starts getting more detailed? I guess I will have to present such types of sculpts in less appealing aesthetics in the future, so as not to arouse the senses of the red-blooded male demographic of this community.
But, be forewarned. I will not sculpt or model detailed genitalia on my human characters. So, don't expect see them in my work.
Now, for those who are wondering why I seem to be so concerned about making timelapse videos of the process, it's because I have to submit them as proof of work, and also because my videos are being used to train our junior artists.
They want the young artists to see my thought processes involved in solving character, creature, or object creation problems, hoping that it would fire up the young ones' own problem-solving abilities. That is because all twelve of those kids do not have traditional art talent and skills, like we senior and mid-level artists have.
So, my videos, and those created by the other seniors, are our way of injecting some traditional art sense, into those young minds.
Ok, that's all for now. You will see more sculpting and 3D modeling sessions soon. I've already finished a bunch but preparing the materials for the blog takes so much time.
Stay tuned for them, and also for the next parts of the blog about the green turtle I'm sculpting for @jacinta.sevilla.
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Really nice sculpt and you did it off your own knowledge! Wow :) Pretty impressive, @kryptik.tigrrr3d !
But yes, I think for beginners, reference might make learnings better :)
Excellent work! Very clever stuff! :)
Also important is getting other eyes on it (though that's easier when you're in a company like you are). My sister and I spent ages glaring at my base models trying to work out what was wrong with them. She eventually worked out the lower leg was a little bit too long XD (I'm disproportionate so didn't notice, probably should have used my partner as a model instead of myself but anyway XD).
Sculpt looks pretty good so far :)
Mhm, having references is almost always a must. I know how important it is, and yet a lot of time I neglected that important advice and rely on my sometimes-a-jerk-and-inconsistent-brain instead lol.
But you nailed the model here without any reference but your memory, which is super cool!
Also, maybe you could watermark your images for extra layer of protection/proof of your work...
Hi, and thank you. Being able to draw a convincingly realistic human figure from memory is a required skill for us in traditional animation.
We usually follow the modern day art standard of 7.5, or 8-head proportions when drawing an ideal human figure. So, that sculpt was my way of testing myself to see how much I still remember, after years of working on Disney-esque cartoony characters.
Oh, and that "proof of work" issue is for my superiors. You see, I'm partly home-based, and right now we are off production status while waiting for an upcoming project.
Some of us are learning sculpting with ZBrush and Blender. And those screenshots and timelapse videos are what I submit as proof at the end of the day.
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