I am watching a sculptris video where a fairly decent human is created. I am finding the eyes are the hardest part so far. So I am practicing practicing practicing with that.
check it out.
Eyes are the hardest
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Tiles
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Re: Eyes are the hardest
Not bad at all. I would nevertheless suggest to use reference images for such details. This helps alot compared to freehand and by memory 
The bad thing with sculpting is that you can`t place an eyeball into the eye socket. Which makes things much easier. With sculpting you don`t have a reference object to sculpt along at. Could be a good idea to boxmodel the face first, then add details by sculpting.
The bad thing with sculpting is that you can`t place an eyeball into the eye socket. Which makes things much easier. With sculpting you don`t have a reference object to sculpt along at. Could be a good idea to boxmodel the face first, then add details by sculpting.
Free Gamegraphics, Freeware Games http://reinerstilesets.de
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Draise
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Re: Eyes are the hardest
Yes, I totally recommend a box model before you go into sculptris sometimes, unless you're prepared to retopologize later in blender or something! But in Sculptris, you can insert new spheres and you can position them where needed.
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Tiles
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Re: Eyes are the hardest
Oh, you can? Nice. Didn`t know that. Thanks 
As for the workflow, professionals usually uses a basemesh for sculpting. Then they finish the job with zbrush or similar sculpting tools. And then they do a retopology of this sculptmesh. This gives most accurate fitting mesh for baking the normalmap from.
My poor mans solution is to boxmodel a basemesh that`s already the final result too, add details with sculpting, then perform a shrinkwrap in Blender to fit the basemesh to the sculptmesh. That`s a bit less accurate. But saves me some work because i am better at box modeling than at sculpting. It`s really just the details that i add with sculpting
As for the workflow, professionals usually uses a basemesh for sculpting. Then they finish the job with zbrush or similar sculpting tools. And then they do a retopology of this sculptmesh. This gives most accurate fitting mesh for baking the normalmap from.
My poor mans solution is to boxmodel a basemesh that`s already the final result too, add details with sculpting, then perform a shrinkwrap in Blender to fit the basemesh to the sculptmesh. That`s a bit less accurate. But saves me some work because i am better at box modeling than at sculpting. It`s really just the details that i add with sculpting
Free Gamegraphics, Freeware Games http://reinerstilesets.de
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froo
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Re: Eyes are the hardest
Thanks Tiles and Draise!

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Draise
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Re: Eyes are the hardest
Oh nice! A shrinkwrap! Here I was with snap tools drawing new geometry when needed!! TEDIOUS! The shrink wrap sounds great, will have to look up that tutorial, but yes, I agree with you Tiles, the base mesh, then sculpt, then the retopology is the most efficient (tho tedious at times) way of doing it.
To add new objects, or a new sphere, clip on the import/sphere button on the bottom part of the tool bar and then instead of saying "New Scene" choose "Add to Scene" then it will place a wireframe where you can position it as needed. Then if you want to move it again, the G button or Grab will move the object.
Good luck Jason! =)
To add new objects, or a new sphere, clip on the import/sphere button on the bottom part of the tool bar and then instead of saying "New Scene" choose "Add to Scene" then it will place a wireframe where you can position it as needed. Then if you want to move it again, the G button or Grab will move the object.
Good luck Jason! =)
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froo
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Re: Eyes are the hardest
Thanks Draise!
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wancow
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Re: Eyes are the hardest
That's pretty impressive! Is that video available on Youtube or something?
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froo
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Re: Eyes are the hardest
Thanks Wancow. Yes, the video is on youtube. I think I just searched for: sculptris eyes
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jamesmc
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Re: Eyes are the hardest
The eyes have it.
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