🧵 /DailySculpting/
Anonymous at Fri, 20 Sep 2024 03:45:22 UTC No. 995861
Rules for me:
>No basemeshes/kitbashing, everything must be modeled or sculpted.
>Complete low frequency.
>At least some mid frequency.
>High frequency is optional.
Requests are welcome and you are welcome to criticize and even post your own superior sculpts, no rules for you!
Anonymous at Fri, 20 Sep 2024 11:36:33 UTC No. 995880
>>995877
not Op but common terms from sculpting, low frequency is the general outline of a shape as a volume.
Like a human shaped correctly but without any surface features like a person wearing a skin suit.
Mid frequency would be major surface features like the bulges of where individual muscles are, nose, lips eyelids etc.
High frequency then are fine surface details like skin wrinkles and texture.
Named such because of the frequency of occurrence. Like how in an audio signal the lower frequency means big bulgeous sinusoidal looking waves.
The mid frequencies means a squiggly wave with a lot of shape to it but still something you can kinda hold in memory what it's shaped like.
High frequencies are very detailed and jagged to a point of indefinite detail approaching noise.
Fine detail that is important for something to look finished but is just dressing ontop and could really be anything without changing much.
The low and mid frequencies is where you establish if you have something that even warrants doing any high frequency details.
Best high frequency work in the world can't save something that doesn't have good low and mid detail.
Anonymous at Fri, 20 Sep 2024 14:48:17 UTC No. 995890
>>995873
a dough, a bell.
Anonymous at Fri, 20 Sep 2024 19:15:15 UTC No. 995919
>>995910
LFG
Anonymous at Sat, 21 Sep 2024 09:39:48 UTC No. 995986
>>995959
>Okay This is as far as I got.
Good effort so far but the legs are a bit too long and could stand to gain a few pounds too
Anonymous at Sat, 21 Sep 2024 17:17:28 UTC No. 996039
>>995986
Yeah so much of his legs are hidden under the fat. His knees are practically invisible so it was quite confusing to get right. Not having a stable ground plane doesnt help. Is there a way to keep the grid in zbrush from changing whenever you place a geometry below it?
Anonymous at Sat, 21 Sep 2024 19:55:10 UTC No. 996060
>>996057
Mogs the shit out of mine. Though the face looks a lot more like a juvenile hippo. when I started I couldn't find much reference of actual babies and the head ended up being more defined like yours.
Looking at this hippo >>995873
The baby's front maw is squashed in much more. You nailed the legs/feet tho. Did you use zspheres or just basic primitives?
Anonymous at Sat, 21 Sep 2024 20:25:04 UTC No. 996063
>>996039
>Is there a way to keep the grid in zbrush from changing whenever you place a geometry below it?
Are you really that much of a basic faggot? Draw settings has an elevation slider. How you even managed to learn zbrush when you are this stupid amazes me.
Anonymous at Sat, 21 Sep 2024 21:38:31 UTC No. 996072
>>996060
move brush + dynamesh, i jsut grabbed forms, dynameshed, sclupted up with clay and dynameshed, and like 100 x this way untill i had a mesh i could sculp
but past the initial stages it gets slower and slowe, now i would have too look for better refs where before i only neede overall shape pics
Anonymous at Sun, 22 Sep 2024 00:24:08 UTC No. 996083
>>996072
Damn that sounds tedius. I'm going to try it sometime tho.
Anonymous at Sun, 22 Sep 2024 07:07:04 UTC No. 996111
>>996083
its reakky fast
sometimes i just use sculpt pro instead
Anonymous at Sun, 22 Sep 2024 16:08:22 UTC No. 996130
>>996111
Do you use seperare parts and then merge them together or just do it all from a single mesh pushing and pulling?
Anonymous at Mon, 23 Sep 2024 05:42:27 UTC No. 996175
any tips for learning sculpting? I really can't get into it, I do all my modelling quad by quad.
Anonymous at Mon, 23 Sep 2024 08:41:02 UTC No. 996180
>>996175
Dick around with the tools on your own for a few days exploring how they work and what you can do with them, then start watching videos of how people sculpting things well work and just replicate the techniques they use.
Anonymous at Mon, 23 Sep 2024 17:35:27 UTC No. 996206
>>996180
>nebulous af
>>996175
I am OP and I will explain my process.
First thing I do is get tons of reference for whatever it is I am thinking of sculpting. Sometimes this is harder than it seems since good reference can be tricky to find. Today I am sculpting this thing but I am not too interested in the skull just the front part that looks squid/prawn like. Normally I would try to get some octopus and prawn references. It is okay to get references that contradict each other since they are just a guide and ultamately you should be understanding the forms you are creating more or less. This is the hardest part, understanding form. It is something that can be really hard to learn even I still struggle.
Anonymous at Mon, 23 Sep 2024 17:56:37 UTC No. 996208
>>996206
An easier way to guide yourself is breaking down your reference. First pic is my original reference. A good strategy is to edit the reference so that it only shows the part you need. Next blurring the image helps to outline the main forms. Capturing the sillhouette also helps. Breaking down the biggest shapes into pieces is good too.
Anonymous at Mon, 23 Sep 2024 19:38:48 UTC No. 996214
>>996130
i do what ever, the point is to be destructive, the faster you work the better
so sometimesd i pull out shapes and inflate, sometimes i marge down some primitives
Anonymous at Mon, 23 Sep 2024 19:51:10 UTC No. 996216
>>996206
>nebulous
No straightforward, because after having attempted something yourself and struggled with it for a while you will have grown new neural pathways that you currently lack, this is a primer for being able to just witness what someone else is doing and making sense of it even if they don't explain it to you. You can learn a lot just by applying yourself and paying attention.
There are a lot of things I could verbally tell someone about sculpting but that would require that someone to speak the same language and get what I'm talking about. First stop is you having to do a lot of foundational language acquisition to discover how and where you fail and what you're struggling with the most.
Anonymous at Tue, 24 Sep 2024 00:04:52 UTC No. 996231
>>996216
>after having attempted something yourself and struggled with it for a while you will have grown new neural pathways that you currently lack, this is a primer for being able to just witness what someone else is doing and making sense of it even if they don't explain it to you. You can learn a lot just by applying yourself and paying attention.
I mean no shit. Thats how you learn basically everything. He was asking for advice on specifically 3D sculpting and you give him some generalized sophistry.
>There are a lot of things I could verbally tell someone about sculpting but that would require that someone to speak the same language and get what I'm talking about.
Once again; no shit. His post was written in english so it is safe to assume he speaks english. If he is on this board he can understand basic things like topology and polycount. Actually explaining a technique or practice would be helpful instead of of just saying: "Git Gud" like you are. Here is an example:
>it is better and easier to sculpt at a low resolution when starting out so bigger shapes are easier to manupulate.
Anonymous at Tue, 24 Sep 2024 00:07:03 UTC No. 996232
>>996214
Destructive you say? When you say it is better to work faster why do you think that is the case? Isn't it better to make deliberate shapes and try your best to replicate the forms or study your reference/anatomy no matter how long it takes?
Anonymous at Tue, 24 Sep 2024 01:25:55 UTC No. 996236
>>996231
I didn't say 'git gud', and I did not refer to the language of English, I refereed to the language of sculpting.
Re-examine the post anon because your take away is confused as to it's content.
Anonymous at Thu, 26 Sep 2024 12:28:31 UTC No. 996505
>>996496
You made that in zbrush?
Anonymous at Sat, 28 Sep 2024 03:04:37 UTC No. 996688
>>996505
autocad :/
I've set this piece aside as I've realised how massive it would be IRL - roughly 120mm square - more a scenery piece and not for a scenic base.
inb4 scale it down
Anonymous at Mon, 30 Sep 2024 17:29:03 UTC No. 996924
What's good for clay-like sculpting? Blender's mesh based sculpting doesn't really allow for the sort of things I want to do. I'm still new enough to this that I don't know what I should be looking for, beyond "I want to be able to do this". I want to add/remove "material" so I can build on top of things, dig under things, etc.
Anonymous at Mon, 30 Sep 2024 18:39:35 UTC No. 996929
>>996924
I recommend Chavant NSP Medium, I find the green is easier on the eyes, because you won't find what you're looking for digitally
Dyntopo with constant details and the clay brush works alright, but it does not compare to real sculpting
Anonymous at Mon, 30 Sep 2024 20:55:06 UTC No. 996946
>>996929
I have considered just using actual clay and then using one of those programs that creates a 3D model based on multiple photographs.
Anonymous at Wed, 2 Oct 2024 14:36:23 UTC No. 997153
Anonymous at Wed, 2 Oct 2024 17:13:51 UTC No. 997165
>>996929
is this reusable? i got liek 100e to spend on some clay and tools
Anonymous at Wed, 2 Oct 2024 20:14:28 UTC No. 997182
>>996929
The thing about real sculpting is that there is a whole other completely missing from the digital process: Touch. I prefer digital sculpting because I use Zbrush and it can do anything except poly model easiy which is what Blender exporter is for.
>>997165
Don't know about that stuff but I like to use Monster clay because it hardens when cool but will always soften when it heats up. It's a wax based clay. Not something for the light of heart or of hands for that matter.
Anonymous at Wed, 2 Oct 2024 21:04:12 UTC No. 997186
>>997165
You can resuse Chavant Medium, it's plasticine and won't dry on you, but you also have to warm it up so it's softer, unless you like a workout
>>997182
I live in a digital world, digital sculpting is useful, traditional is to relax
Anonymous at Fri, 4 Oct 2024 14:15:14 UTC No. 997303
>>997246
It’s really all about mid frequency. If you get that right the rest will look good even if you just spray it with alpha brushes.
Anonymous at Fri, 4 Oct 2024 23:18:09 UTC No. 997348
>>997347
fuck meant to quote
>>997246
I'm happy with this one I feel like I'm progressing
Anonymous at Sun, 6 Oct 2024 02:35:33 UTC No. 997449
>>997429
Okay now make some expressions using shapekeys. Make him smile and wink.
Anonymous at Sun, 6 Oct 2024 16:37:16 UTC No. 997501
>>997496
Oh that looks fucking great anon!
Anonymous at Mon, 7 Oct 2024 03:37:08 UTC No. 997572
>>997564
Oh yeah looking fantastic.
Anonymous at Mon, 7 Oct 2024 14:48:02 UTC No. 997606
I wish Blender had a functional draw curves tool like Zbrush
Anonymous at Tue, 8 Oct 2024 03:26:55 UTC No. 997696
>>997673
Nomad? Don't feel bad, Anatomy is one of the hardest things to learn. Also getting the software down. Did you just push and pull? For some reason I always struggle doing it that way. I rather sculpt every major part of the body seperately then merge them together later.
Anonymous at Tue, 8 Oct 2024 03:37:19 UTC No. 997698
>>997696
blocked it out with shapes, merged them, and winged it, yeah
Anonymous at Wed, 9 Oct 2024 13:09:10 UTC No. 997830
>>997813
me irl
Anonymous at Thu, 10 Oct 2024 03:15:47 UTC No. 997908
Day 21. I just realized that nothing in the rules says I need to make a new sculpt everyday just that I have to make sure it is completed mid frequency. Gonna make this a two parter. Here is the blockout.
Anonymous at Fri, 11 Oct 2024 03:48:41 UTC No. 997978
>>997956
Now you can make 3D cuck porn with wojaks and chuds. Might be a niche for that sort of thing.
Anonymous at Fri, 11 Oct 2024 11:45:35 UTC No. 998002
>>997977
>modeling/sculpting antlers
snake hook
Anonymous at Sun, 13 Oct 2024 03:10:53 UTC No. 998130
>>998104
You're on a roll anon. Just do all the jacks and chads and chuds. Do them all.
Anonymous at Mon, 14 Oct 2024 19:54:25 UTC No. 998305
>>998131
awww this one is so cute
Anonymous at Wed, 16 Oct 2024 08:30:27 UTC No. 998588
Looks interesting. Go for it!
Anonymous at Thu, 17 Oct 2024 00:31:18 UTC No. 998731
Have you ever finished a single sculpt before and not leaving things half done? Asking seriously. Reminds me of that turbo autist on discord who hangs out with the pros.
Anonymous at Thu, 17 Oct 2024 02:39:41 UTC No. 998741
>>998731
Well considering the rules I set up for myself are for low and mid frequency and the fact that nearly every one of these were done from scratch, yes half done is more than enough for something I did in a day. Maybe you should learn to read and you should post your own sculpts. I'm sure you must be the superior sculptor talking like that.
Anonymous at Thu, 17 Oct 2024 02:47:56 UTC No. 998744
Day 28
Anonymous at Thu, 17 Oct 2024 15:42:09 UTC No. 998804
>>998731
You know the most important part of the sculpt is the big and medium shapes. All the detailing and fine tuning in the world won't fix a dogshit blockout.
Anonymous at Fri, 18 Oct 2024 03:00:18 UTC No. 998932
>>998843
You should use shapekeys to make him angry or smug or have him do the onions face.
Anonymous at Fri, 18 Oct 2024 15:52:20 UTC No. 998968
>>998938
the powah of autism, gj m8
Anonymous at Sun, 20 Oct 2024 01:40:12 UTC No. 999122
How about a bottleneck adapter? 38mm to 40mm, can you handle 2 inches?
Anonymous at Sun, 20 Oct 2024 02:11:08 UTC No. 999125
>>998741
No, Im just a begshitter. I don't find your stuff cute it probably why you never made it in 3d despite years of anatomy maxxing.
Anonymous at Sun, 20 Oct 2024 03:46:40 UTC No. 999129
>>999125
I'm flattered you think it took me years to get to this level in anatomy of all things, probably my weakest area of knowledge when it comes to sculpting.