🧵 Help me learn how to sculpt the eye area please anons
Anonymous at Thu, 6 Oct 2022 10:14:15 UTC No. 921065
I'm a 2D artist that's been trying to get into 3D. Whatever attempt I've had to sculpt the eye sockets goes terribly wrong. Please help. If I mess up the eyes I mess up everywhere. What technique do you guys use to sculpt the eye sockets?
Anonymous at Thu, 6 Oct 2022 10:36:07 UTC No. 921069
please enjoy this anatomy lecture about the eye:
https://www.bilibili.com/video/BV12
however, to fully grasp the eye, you should also study the rest of the first 4 weeks.
Anonymous at Thu, 6 Oct 2022 10:36:29 UTC No. 921070
the key to getting the eyelids (most difficult part) right is masking an area and then pulling the non-masked part over. everything else is just working with high quality (correct angle) reference images.
Anonymous at Thu, 6 Oct 2022 12:59:56 UTC No. 921080
Anonymous at Thu, 6 Oct 2022 13:02:59 UTC No. 921082
Anonymous at Thu, 6 Oct 2022 13:13:49 UTC No. 921084
>>921083
>wholes
Holes
Anonymous at Thu, 6 Oct 2022 14:12:33 UTC No. 921093
>>921065
Make sure you look at the face from the side and bottom to get the angle right. The eye is sort of pushed UP into the socket, and protrudes outward when seen from below.
The guy to watch for anatomical details is Speedchar on YouTube, he makes long detailed tutorials and draws diagrams over the sculpt to explain everything he’s doing.
Anonymous at Thu, 6 Oct 2022 15:03:00 UTC No. 921094
>>921093
The faggot goes on terribly long rants about irrelevant shit. He's a great instructor but holy fuck does he talk about irrelevant rants.
Anonymous at Thu, 6 Oct 2022 15:45:38 UTC No. 921096
>>921065
One important technique to learn that will help you improve on your anatomy is to use floating geometry for creating a good foundation to sculpt on. Instead of trying to create a hole for the eyeball create a detached flap (starting from a sphere) for the top lid and a separate model for the bottom lid, that way you can move the lid around back and forth reshaping it until you have the perfect shape you are looking for, only then should you combine and remesh into the head. This goes for muscles and almost all anatomical elements in the body.
The reason it works so well is that it allows you to have an accurate amount of separation between the anatomical landmarks giving them a distinct shape. What happens to beginners is that they get these soft looking models where all of the features blend into each other softly like the person has slightly melted.
Also more important than that is to use references. I suggest anatomy for sculptors as a good learning foundation. You need to understand how the skull shapes the head, from the cheek bones to the brow otherwise your characters will never look natural. If you stare at a grey blob for long enough it starts to look normal so you should always have a picture of an actual person right next to it so that you can maintain a proper baseline.
Anonymous at Thu, 6 Oct 2022 16:05:55 UTC No. 921099
>>921065
>>921096
Here is a quick dirty paint over to illustrate a bit of what I mean, right now all of your facial features are soft and undefined. Here I tried to show the underlying shapes and geometry of the skull to give you a better idea of what it could be if you defined things a bit better. You can take original pic and put this one over it and turn the top one on and off to see the differences and where yours might be improved.
Anonymous at Thu, 6 Oct 2022 23:30:12 UTC No. 921136
>>921070
Just wanted to repeat this advice because I'm noticing the same.
I always have trouble sculpting creases (they turn out wonky, wobbly), and masking seems to be the best way of doing that (I actually hide vertices in edit mode, works the same as masking at 100% strength).
The other way being sculpting with small separate pieces like in >>921096, which is a brilliant idea that I haven't tried yet.
Picrel is an exercise I came up with: get two spheres, join them with boolean, smooth out the crease to destroy it, then the exercise is to try to sculpt that crease back to what it was, w/ the exact same forms and curvatures.
Anonymous at Fri, 7 Oct 2022 01:52:06 UTC No. 921146
>>921065
Made a little demo for you OP, it's very short and it's not refined but it's the gist of it, also I apologize for the quality I didn't set up obs correctly. Anyways if you have any questions let me know.
Here's the link to the video:
https://www.mediafire.com/file/9lbl
and no it's not dolphin porn so don't worry XD
Anonymous at Fri, 7 Oct 2022 02:22:31 UTC No. 921147
>>921146
just let me know if the link is working.
Anonymous at Fri, 7 Oct 2022 04:22:48 UTC No. 921156
Anonymous at Fri, 7 Oct 2022 04:25:12 UTC No. 921157
Thank you for all your responses guys! It helped
>>921146
Thank you now I've got a great idea i'll work on it tomorrow!!
Anonymous at Fri, 7 Oct 2022 17:38:39 UTC No. 921204
>>921065
i wouldn't advise doing this until you have the general idea for how to sculpt eyes which is a harder area to get right but after you've made a number of attempts and got the general idea down go and buy a 3d headscan off of skethfab and use it as a mold for your sculpt(overlay it), it will show you what you are doing wrong and so on.
once again this only applies after you've managed to make some headway.
Anonymous at Fri, 7 Oct 2022 19:45:14 UTC No. 921222
>>921146
baseé and rougepileé
Anonymous at Fri, 7 Oct 2022 19:51:15 UTC No. 921226
>>921222
based and frenchpilled
Anonymous at Sat, 8 Oct 2022 00:21:19 UTC No. 921257
>>921156
>>921157
>>921226
>>921222
you're welcome guys, here's the ztl file, put a couple more hours into it, still not perfect but hopefully some of you might find it useful.
>>921204
and like this anon said, yes, it's always better to have a scan reference just copy the shit out of those until you can somewhat recreate it yourself.
here's the link:
https://gq1292.gumroad.com/l/lgpvs
Anonymous at Sat, 8 Oct 2022 00:24:48 UTC No. 921258
>>921257
mouths too wide
not enough fat in the supraorbital rim area
, not arched correctly,
lower eye lid looks like a banana next to a marble
shapes are great though you definetly have made a monstrously fast improvement well-done.
Anonymous at Sat, 8 Oct 2022 00:28:16 UTC No. 921259
>>921257
selion too narrow
Anonymous at Sat, 8 Oct 2022 00:29:17 UTC No. 921260
>>921257
upper eyelid is 404, either make it hooded or dont but it needs to look fatty in the upper eye area otherwise doesn't look natural.
Anonymous at Sat, 8 Oct 2022 00:30:18 UTC No. 921261
>>921257
issues with the foreheard and brow.
Anonymous at Sat, 8 Oct 2022 00:36:50 UTC No. 921262
>>921258
>>921259
>>921260
>>921261
thanks for the feedback guys, I'll be updating it once I get to it.
Anonymous at Sat, 8 Oct 2022 01:45:32 UTC No. 921267
>>921157
It's a joke post, the guy had to do 2 years of medicare and the "student" is just copying. Nothing is being learn, you still need to learn how sculpting works.
Anonymous at Sat, 8 Oct 2022 05:51:22 UTC No. 921294
>>921065
Clay in
Pinch lines for eyelids
Adjust the rest