I decided to make this after watching this video for the second time. It has no audio so you don’t have to turn anything up or down. I did refer back to it a number of times since it was a pretty valuable resource for me.
This post isn’t really meant to be a tutorial but a public note to self. It’s really here to help me remember how I did it and the thought process that went into analysing and applying what I’ve learned through the video. If you want to use it as a guide, I strongly recommend you watch the video as well or you could very well get lost.
- Use the draw brush to create the general shape of the lips.
- Using a large crease brush to draw in where the lips part, then invert and scale the brush down to draw the edges of the lips.
- This part worked out well for me. I smoothed out the creases just because it tends to make the mesh ugly, then I use pinch to draw them back on so it doesn’t wreck the smoothing job.
- Draw on more fullness: This one takes some practice with pressure sensitivity on since I can get varying sizes. Overall, don’t overdo it or consider trying inflate + smooth.
This one required quite a bit of reference to actual noses. In fact, I spent more time looking at pictures of noses and going by feel than referencing the video. It turned out all right. Drawing noses was never really my strong suit to begin with.
- Draw in some form. The eyelids should be rounded. Consider using the inflate brush (set large enough to consider the roundedness of the eyeball) instead of drawing it in.
- Use the Crease brush to draw out where the eyelids end and the eyeball starts. Invert the brush and draw in the outer edge of the eyelids. The artist in the video drew out the upper lids by using the crease brush. I can’t say I’m getting satisfactory result (even with pressure sensitivity turned off) so I’ll probably look for another way next time.
- Keep using the crease brush to draw in the creases of the eyelid, wrinkles, etc. Be sure to smooth them out where you see fit.
- Dig a hole right where the eyeball should go, create a new sphere (and two should show up if you’re still in Symmetry mode) and place it in the socket as best you can. You’ll have to adjust the eyelids during this process. It’s tough to get the upper ones aligned, but that could just be the way I made my model.
This one should’ve been the first I talked about, but to be honest, I started off with the lips after getting the general head shape flushed out. If you’re trying to create cheekbones, use the draw brush to layer it on then smooth it out. Just don’t go overboard if the character isn’t meant to have such strong facial features.
That’s about it. I am in no way an expert in this sort of thing, but I had a lot of fun learning the workflow and just having something decent come out of it.
When I first started this, I didn’t really expect for anything to come out of it. I just wanted to test out what I learned and observed from the video. I certainly didn’t intend for an alien-looking head to come out of it. I know it’s not the most original concept ever and resembles some of Giger’s paintings, but that ended up being part of the piece anyway. It started with when I was shaping the head further after I finished the lips (which had to undergo adjustments later in the process). I started stretching the back of the head further back and went with it.
The point wasn’t the realization I just made a Gigeresque bust. The realization was how easy it was for me to come up with something random through digital sculpting. Whether this is a one time thing or not I’m not really sure. All I know is that I do see potential in using this tool as a sketching medium than 2D.
I suppose I’ve always had an affinity for working in 3D.
Made in Sculptris 220346 Triangles I used a custom material and had DOF set to 2 for this render.