Yay, awesome! Looking good so far! That is the bonus with 3D - if you want to joint the torso later, it's much easier. :3 Good luck! Go go go! XD
I’m now working on a head sculpt! Here is the very beginning: I’m using polymodelling rather than sculpting, and will subdivide afterwards.
For someone like me who has never done any kind of computer 3d stuff this is very interesting to see! Thank you for sharing some of your process.
It’s really cool to see somebody make a head via poly loops rather than using sculpting tools! I have made heads (not for dolls, for my job) this way before, but I absolutely hate it because I find it so unintuitive. I really admire that you are seeing it through this way! A big advantage is the greater degree of control over exact geometry and vertex count so I think it is a really efficient way of doing it.
Oh cool how was it with the subdividing? I'm planning on trying this method first* because of my coming from videogames :3 so it's nice to see someone else working with polys. *when I get time ^^;;;;
I was really struggling with the mouth on that model, so I tried restarting using a slightly different technique of creating loops in various areas first. Here’s the eye I’ve done. You can see it’s not joined to the rest of the face yet! I put eyeballs in to see how it looks. It’s got a subdivision surface modifier on it. Much happier with this eye so far. It has creases etc. Soon I’ll get back to the mouth...
I just started learning Blender on an old laptop that struggles with sculpting. I found the sculpting tools really difficult & was just making a mess when I gave it a go - trying to print anything was carnage because the topology was a disaster and I didn’t know how to clean it. I decided polymodelling was the easiest way to get a good, clean mesh - and it has been. I made a basic head & a dinosaur, both of which went through slicing and printed with no issues. So it seems like polymodelling is my thing! When I get a more powerful laptop I might try sculpting... - I actually have access to maya and mudbox, but my laptop can’t run them.
@Spuggey As in sculpting in Blender? I'm a huge fan of Blender, I love it and it's my go-to, but I would not currently recommend the sculpting tools in there at all. They are not optimised in any way, are kind of crude, and you'll be working 5x harder to get the same result somebody else could get in a different program. Not to mention Blender... having trouble with topology. It's not just you, I discovered the same a couple of years ago, and importing what I made in Blender into my slicing program would throw up so many errors, even when I used Blenders checking systems to check the STL. To this day, I'm still not sure why Blender models end up with troubles everything else picks up on. I recommend trying Sculptris instead. It's completely free, very easy, and the topology won't get mysteriously borked by the program. It's much better optimised, mostly because it is for one very specific purpose (sculpting), so even on toasters it can render millions of tris at once (I should know, my machine at my work was a toaster haha). You can export it to use in Blender afterwards, if you want to do any other stuff in Blender. You can still get bad meshes out of Sculptris, but only through user error, not through the strange incompatibilities Blender seems to have. (It probably sounds like I'm dunking on Blender a lot. Blender is extremely awesome! ...It's just that for the moment the sculpting tools in Blender are a total afterthought - they've been concentrating on developing the real-time rendering engine and that's currently the big thing. You can save yourself headaches by using Sculptris until Blender's sculpting tools become the focus for the development team.)
Made more modifications to his eyes & a better mouth! I’m much happier with this sculpt than the previous attempt. This is the subdivided version. @nattherat I think I’ll stick with poly modelling. I never got on with digital sculpting, and I’ve tried sculptris & mudbox too. I’m much preferring doing the mesh poly by poly on blender. I might export it for finishing touches in some other programme. I’ve also found that controlling the mesh is far easier later on. For example, this model is entirely quads, which I can triangulate if I wish.
Nice! Looks like it's getting somewhere :3 getting the structure sorted is a big step. Keep going, yaaaay!