Hey yo! So I've been very slowly been working on making a doll, bouncing back and forth from concept art to sculpting. She will have deer legs, but I keep changing my mind on what they look like, so I'm not including the legs here quite yet. I've been slowly working on the face in blender, just the face without the rest of the head, I know its weird, but I'd rather just sculpt the rest of the head in epoxy off of a 3d printed face. Anyways, I'm mainly looking for critique on the sculpt of the face I got going right now, but i'm open to all critique. Feel to draw all over stuff in order to show me how and what to fix! I can use as many opinions as possible. I'm terrified of realizing my mistakes too late in the process,
I really like the face so far, especially the shape of the eyes. The droopy look makes her look dreamy
Hi! I was just wondering what program you're using! Also wondering if it's okay for me to do some quick draw-overs for some positive critique! I love your drawings and have some feedback to help you get the sculpt a little closer to the drawing.
I'm using Blender! I would love a draw over! Thank you so much! I actually have continued sculpting, and while I think it is definitely is improving, it's looking less and less like my original sketches, So I'd love advice on where would move forward from my original post point, or from updated screenshots I'll place here! It would definitely be nice for her to look more like originally intended.
Awesome! Blender is tough and I mostly work in zbrush but my first rec is to try and get those planes of the face mapped out. Your drawing is so cool and has some really interesting sharp planes implied so that’s kind of what I tried to capture in the draw over. I’m happy to keep helping as you make progress
Thank you so much! Sorry I'm replying so late, I convinced myself I wanted my reply to have an attempt to execute on the critique and then life it hit me like a rock to the forehead, haha. I'm really happy that you like my drawings! It's a little ugly because I used dyntopo mode, but I think it looks much better after I tried to mimic your draw over! The eyelids are still kinda being not as cooperative as I'd like. It was definitely too mushy before and I didn't even notice it happening! I'd really appreciate your continued advice!
OMG i totally get life hitting like a brick these days. One of the things I'm noticing in this screenshot is that you have triangular looking polys, for me I definitely prefer squared off polys when working from low to high poly density. Since i'm not as familiar with Blender please forgive me if I don't have specific tools to help you with this... but I would suggest going to quad shaped polygons, developing the large shapes, then dividing to create more polys as you get more detail!! The shapes are already getting so much closer and with quads you'll be able to avoid lumpiness a lot easier. I hope this helps, I used my side sculpt of Buffy to show Tris v Quad and how to go from large to small detail as you increase the number of polygons!! In the low poly state you can get rid of a lot of lumps and get some sharp nice areas of the anatomy in place. As you divide and get more polygons you can then sharpen certain areas (see her nose, eyelids, lower lip) and you can also soften some of those sharp angles to look natural (like her cheekbones, chin, upper nose, etc) Please let me know if this helps. Again, I think you're making great progress and I think that changing to quad shapes will help so much with getting the look you want!!
I definitely prefer Quads too. The reason I used it has triangles is because dyntopo mode (which operates on triangles unfortunately) allows for a dynamic mesh, kinda like sculptris, where each stroke subdivides the area your specifically working on. I have heard that Zbrush can work with a lot of vertices with no problem, but once blender reaches over about 100,000 on my poor 2-in-1, it starts taking a 5 minutes for it to process a stroke. Usually I would at this point use Quadratic Remesh at this point and that would convert it to quads, but its being a butt for some reason and creating a big gap in vertices in the middle when I remesh it.
UGH!! I’m so sorry about that!!! Yeah I often work pretty high poly T.T would murder me in blender!! Well disregard my quads post then. Looking forward to seeing next screen shots!!!
Since you mentioned Zbrush I tried downloading the free trial and using its remesher after watching a few tutorials and (insert chefs kiss), the remeshing tool is so much nicer. So maybe I'll work in Z-brush from now on. I was only using Blender because it was free, and I had never sculpted using a 3d computer program before and wasn't sure if was gonna work out. Just means I'm gonna have to lean the UI, but I taught myself blender so I should be able to do it! That way I can subdivide more!
YOU ARE SO AMAZING!! seriously fearless!! I am here to answer questions for zbrush any time you need!!!!
Awe thank you, it means a lot to me that you're thinking about her! I'm working hard on her, struggling a little. I think her nose and and lips are coming along alright, but the eyes up are stressing me out. Honestly I should have just come her and asked for advice! I have a bad habit of trying to struggle things out by myself.
The nose and mouth are looking sharper and really getting your original idea across!! Okay for the eyelids... a trick i use sometimes is placing a different piece in there that is a separate subtool and really defining it before I merge down. It can help get really crisp and clean lines without having to deal with the whole face. I do that with upper and lower lids. Use H Polish, Trim Dynamic and the pinch brush to get some really crips areas. I hope this helps!!! Let me know if you have more questions about this! Here's my Buffy sculpt again to show what i mean about separate pieces:
Thank you, this is really helpful! I didn't even realize these brushes existed! I tried them out and I especially like HPolish.
Quick tip!!!! H Polish is also really great for filling spaces (like in the back if you need more thickness. Go into the Brush pull down menu (top second from left) and scrolls down to auto masking. Click on automasking to reveal options and turn on "back face mask". When you hold (alt on mac... and i think windows) it reverses the brush you can can basically FILL the space without effecting the front!!! Holding Alt with any brush will reverse the effects Edit: I just created a Discussion thread for questions on ZBrush!! I figured I can help people with tips and tricks if they want
@iamibo May I ask what shapes you're starting with for the eyelids? I tried starting with a sphere and carving the shape of the eye into it, and I'm not having much luck...
OKAY so i made a quick and dirty tutorial of my process. Which is a little different (complicated on first look but if you have questions please ask!!) The image is long so if it doesn't pop up here's the link! https://i.imgur.com/esKzzGC.jpg
Thank you so much! I'm giving this a try, I'm realizing I have no idea how to mask, haha, but I'll watch a tutorial on that! Thank you again!
@iamibo I'm sorry moving so slowly. I've run into an issue when I try to remesh my top lid, it doesn't actually seem to lower the poly count as much as cause some sort pf glitch? I'm not sure what I did different from the lower lid... No rush on helping me on this, I just thought you might be able to figure it out.
First of all never apologize to me for being ‘slow’!! Take all the time you need! This is your baby! Looks like there’s some junk in the mesh and I can’t totally diagnose it but see all those little artifacts? They may have come from the original sphere you extracted from. See if the sphere has some weirdness or an extra shape in there. If checking that out and trying again doesn’t work A) make a new fresh eyeball and try again! B) take your bottom lid and Mirror on the Y axis. I’m not at my computer to make an image but mirror should be under modify topology which is a sub of... either the geometry tab or tool tab... can’t remember at this second. The little teeny tiny xyz you have to click is super tiny on the button in the upper right corner. They’re itty bitty!! Let me know if you need me to make a quick screenshot of stuff tomorrow or next week or whenever!! Edit: want to add you are FEARLESS this is so difficult and I’m super excited about your progress and cannot wait to see updates (but no pressure haha)
WELP. I meant to take a short break, but here I am and it's been over a year.I think I finally figured out the eyelids though. I know this has been moved to for critique to journals, but I'd still love to get peoples opinions on anything that could be improved. Next step as of now is figuring out how to hollow out the eye holes.
Oh my gosh, this is such a beautiful doll! I especially like the soft cheeks. And downturned eyes. I'm not an expert, but I think you should try making the upper eyelid less large and the eyes more inset; they look a little like they're popping out of her head. Personally, I don't make my eyelids using a sphere. Usually, I take a default cube and then use the extrude region tool to make strips that I then shape around the visible part of the eye. I can't wait to see your progress on this doll. I love the features!
clicked on this thread because I saw it was a faun doll and I adore any sorta animal themed bjd but surprising learned some really neat tips! glad I clicked