11-02-2019, 11:10 PM
I spent too long making this and got super burned out towards the end, I wanted to do a lot more but I honestly can't stand looking at this anymore.
3D sculpt of Squiggly next and this time it wont take 2 weeks.
less tilted edit:
I get really frustrated with how technical 3D is. For example I wanted to I wanted to make the little island she is on covered in moss / foliage, sounds easy but it really isn't. Making a particle system and painting on some grass models everywhere really didn't look right and them modeling stylized moss and manually placing it also didn't work too well, easiest solution is to just texture paint it but that doesn't work with the shader I'm using for everything else and looks super dark with my current lighting set up. I came up with a couple of different thing that would work after a while but the amount of time it would take me to get it done just isn't worth it. After making around 6-7 compromises like that it just killed my motivation and I found myself forcefully working on this rather than having fun. I guess it's just too hard and I have very little experience but really high expectations.
I think making these 3D sculpts is a really good way to learn drawing people, I'm constantly thinking about how things connect and bend, you can't really scribble something on and have it look "good enough". Down side is that mistakes are really easy to spot too but sometimes super hard to fix and you can only spend so much time trying to make the armpits and breasts not crash in to each other.
new thing I started working on. It's Squigly from skullgirls, more specifically her "daisy pusher" animation.
I learned a lot of things from my previous sculpt and have a bit more confidence going into this one. That being said making a 3D model of a 2D image that was never meant to be 3D is always hard. Also I'm sculpting these without a base rigged mesh and in pose just to make things more difficult and force myself to learn more.
@Rotohail The thing about making the face look stylized in 3D you either have to go low polly or know how to get the lighting and vertex normals right to get it to look "anime" but since everything else is more realistic-ish it would look out of place and there's just too many technical challenges. I remember before I started playing around with 3D looking at models on artstation and wondering why soo many people are going for a realistic look and now I get it :D it's not that realism is easier but makes more sense somehow. With her face I feel like I got the proportions right but there's sort of visual tricks lets call it at work with the reference image. For instance getting her chin to be soo small and pointed just doesn't work because if I make it not curve out and in to the neck it would look really bad in certain angles. Solution is to just have really sharp and flat lighting like in the original but I just don't know how to do that.
Modeling everything is a much better approach for stylized 3D but I like sculpting a lot more because it's more "artistic" and more of a feeling rather than knowing all the hotkeys and functions to make a model look good.
tl';dr just not good enough to pull off the look I want.