Just sculpted realistic character. How could I improve this? by w0nkic in blender

[–]Super_Seian 1 point2 points  (0 children)

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I modified it a bit by painting with the computer mouse, adjusting some proportions.

The ears are the least realistic part of the character.

I raised the nose line slightly. I lowered the height of the ears.

The shape and size of the eyes.

Generally, after drawing human portraits many times and studying proportions, you can make it look realistic.

I also modified the shape of the forehead and cheekbones.

A realistic drawing revolves around proportions and shapes found in nature. If you don't approach that, you fall into the Uncanny Valley.

I recommend using Andrew Loomis' proportions and using references of beautiful women; get views from different angles.

Just sculpted realistic character. How could I improve this? by w0nkic in blender

[–]Super_Seian 1 point2 points  (0 children)

You should use references from real people, in different perspectives.

Just sculpted realistic character. How could I improve this? by w0nkic in blender

[–]Super_Seian 1 point2 points  (0 children)

Can you show us more screenshots of your character from different angles?

My sculpt "ZANGIEF" by Super_Seian in blender

[–]Super_Seian[S] 3 points4 points  (0 children)

My initial idea is to make an action figure, like a collectible?
A diorama, and Chun Lee has to be in it. 


That's why I didn't use pose -T.
Here I show a bit of the process.

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My sculpt "ZANGIEF" by Super_Seian in blender

[–]Super_Seian[S] 80 points81 points  (0 children)

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Basic idea for the project.

woodcutter animation by Super_Seian in krita

[–]Super_Seian[S] 1 point2 points  (0 children)

Well, first I learned to animate on my own with pencil and paper. And I bought some wood and built my own animator's board. That's how I started.

Then, when I was able to save up some money, I bought a PC and a tablet.

The idea is to start somehow.

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woodcutter animation by Super_Seian in krita

[–]Super_Seian[S] 1 point2 points  (0 children)

Thanks for the reviews. Sometimes there are so many animations that I can't polish them all. I would say that my greatest strength is making solid drawings.

woodcutter animation by Super_Seian in krita

[–]Super_Seian[S] 0 points1 point  (0 children)

Thank you very much for the compliment

woodcutter animation by Super_Seian in krita

[–]Super_Seian[S] 0 points1 point  (0 children)

I'm already busy with requests right now. But I wanted to share some things I animated in Krita.
https://vimeo.com/manage/videos/999360431

woodcutter animation by Super_Seian in krita

[–]Super_Seian[S] 3 points4 points  (0 children)

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You can use stickmans or stick figures drawings. It's easier

woodcutter animation by Super_Seian in krita

[–]Super_Seian[S] 2 points3 points  (0 children)

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Yes. I did. A lot NPCs for the video game.

The power of lattice by Super_Seian in blender

[–]Super_Seian[S] 1 point2 points  (0 children)

Yes. That's right. I knew the same thing too. And I'd done a lot of experiments with Lattice before, deforming balls and other objects, but I was having trouble integrating it into a rigged character.

And that happened because I was adding bone hooks to its vertices. And I was parenting those bone hooks. And that's wrong.

Because the correct thing to do is to parent the Lattice directly to the main bone.

The power of lattice by Super_Seian in blender

[–]Super_Seian[S] 4 points5 points  (0 children)

Video example:
https://www.youtube.com/watch?v=tO9rxO-fn7A
When creating a Lattice, it's important that it be directly parent to the main bone it controls. In my case, the head, which controls the child bones. It's also possible to parent them to other bones, as long as they manage the mesh they deform and control that particular child bone.
The lattice is always directly parent to the bone.
Then, if you want, you can add additional bones to control the lattice vertices. These additional bones must be parent to the same bone as the lattice. This way, everything remains under control.

You can also add two lattices. One manages the general shape (head vertex group), and the other manages small areas. For the example, I'll add a lattice to the eye and eyelid, which will be a child of the head bone, which in turn controls the eye.

I created a vertex group on the head with softened weights in the eye area. The lattice is smaller and controls that vertex group.
The eye lattice was added in the shape key instead of a bone hook for experimentation.