Needed a break and needed to train myself to withstand 3D motion sickness. Fired up Sculptris and mashed away.
I did what needed doing, a more solid look at what FuLoup / LinGou's noggin looks like. It was good practice, I made manifest how the curls stack up, and how things are shaped. Not precise, but you get the idea, I'd finish the whole head but got bored around the ears.
This took about... maybe 6hrs of doodling.
So I can do digital sculpting if I have to, and I didn't throw up, it's been a good day.
If a decent modeller saw my meshwork, he'd be screaming bloody fuck at me.
Fear the big NOSE.
EDIT: Update, slightly bigger width.
I did what needed doing, a more solid look at what FuLoup / LinGou's noggin looks like. It was good practice, I made manifest how the curls stack up, and how things are shaped. Not precise, but you get the idea, I'd finish the whole head but got bored around the ears.
This took about... maybe 6hrs of doodling.
So I can do digital sculpting if I have to, and I didn't throw up, it's been a good day.
If a decent modeller saw my meshwork, he'd be screaming bloody fuck at me.
Fear the big NOSE.
EDIT: Update, slightly bigger width.
Category Artwork (Digital) / Portraits
Species Canine (Other)
Size 1200 x 372px
File Size 69.2 kB
If your using Sculptris the meshwork isnt the issue, you wont be using that topology for animating, you'd export the work into either Zbrush or (in my case) Blender and retopologize it.
The main concern in Sculptris is the amount of triangles and how dense it packs them together, if you plan on going high detail try taking it into zbrush first, the program handles very dense meshes better then most 3d packages.
Plus the dynamesh option in Zbrush helps reorganish your meshes triangles into squares with little difference to the meshes look. After that either carry on sketching and adding to the mesh in Sculptris or finish it off in zbrush and retopologize in your program of choice.
TLDR Ive done much, much worse.
The main concern in Sculptris is the amount of triangles and how dense it packs them together, if you plan on going high detail try taking it into zbrush first, the program handles very dense meshes better then most 3d packages.
Plus the dynamesh option in Zbrush helps reorganish your meshes triangles into squares with little difference to the meshes look. After that either carry on sketching and adding to the mesh in Sculptris or finish it off in zbrush and retopologize in your program of choice.
TLDR Ive done much, much worse.
Heres a before and after shot,
http://thordwilk.files.wordpress.co.....quared-off.jpg
However this is just so you can either take it into another program to retopologize it further, or take it back into sculptris to work on further.
Or if your pc is meaty enough you could risk the raw obj of the model and retopologize it as is in the 3d package of choice.
http://thordwilk.files.wordpress.co.....quared-off.jpg
However this is just so you can either take it into another program to retopologize it further, or take it back into sculptris to work on further.
Or if your pc is meaty enough you could risk the raw obj of the model and retopologize it as is in the 3d package of choice.
Sculpting in zbrush from the start might work out better then, it manages to take a lot of work on and prevent your laptop from slowing down too much. A word of warning though, SAVE OFTEN with Zbrush, it doesnt come with a auto save and it can and will shut down when you least expect it. Otherwise try it out with a squared off cube. good luck.
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