One of my favourite Zbrush artists that has a killer focus on primary and secondary forms is Gio Nakpil. He is heavily inspired by the classic masters! Just like them, he rarely adds tertiary detail, yet his models pop off a page.
I remembered the Scott Eatons course - "Anatomy for Artists". Very good course. Even now I use the Loomis Method to make my sculptors. Because the basis in drawing is the same as the basis in sculpture. Practice, practice and more practice. The best way for a person to learn is from the work itself. And it's a great way to train your discipline and perseverance by following the exact order of creating objects. I'm glad you show you da Vinci and Bernini in the video. Because it is important for us to take an example from the classical masters. So a very good video, I fully support what was said in it.
In case of marble sculpting, one of the best sculpters currently that's pushing the boundaries is Jago, man is all about tertiary details on marble taken to extreme
Idk why people bash art history. I want more people to talk about what stands out to them in art history and why they care about it or why it's important. God I miss art school.
Is there any book for master sculptors and all those sculpting themes like Renaissance? I feel like i want to know more about sculpting history but idk how i would get the primary forms of sculpting history .. like , boom , Renaissance , this one the other the next.. this sculptors lived this time . They focus on this..
You can break form into even more simple elements like : primary -geometrical primitives, secondary- simple blockout, tertiary-complex blockout, and finally all levels of organic detailing.
@@artofjhill ohh man, that's heartbreaking news. That's true, I almost didn't make it either, if it wasn't the tour company guide I wouldn't be aware of. But I'm certain you will live to visit some other day! When you go back to italy definetly check it out, it's amazing, really!
I have resisted to learning 3D as it was so overwhelming for a long while but since Zbrush Core Mini and Blender are free, I gave it a try and now having a blast as a well established 2D artist I really loved working with 3D software as I already know the fundamentals. You 3D people are really living in world of wonders with blender add-ons, unreal engine technologies and tools like Zbrush Nomad etc I am too hyped to become one of you guys love y'all. I have a silly happiness like I'm drunk but I am not though lol. It is just the happiness of UA-cam and meeting with quality people such as you and this community! ( I love my 2D art pals still but hyped on 3D much nowadays) Take care people and keep creating!
You nailed home the importance of primary and secondary forms, great video. I knew all this stuff but I think the concepts had become a bit jumbled in my head, feels alot clearer again! Thanks man.
I’ve been doing 3D for 2 years, but only now have I begun to realize how important primary forms are. Before that, I missed this moment, thinking that it didn’t matter. Thanks for the video.
Really glad to see you sharing this stuff in a digital era! I am really lucky to be Italian and seen both masterpieces. You can found many inspirations in these marble sculptures, a great example on 1 and 2 forms! Thank u J, keep working!
Bro, I really love your videos, in my studies I'm always trying to think about this form hierarchy and that has helped me a lot, leaving the whole process much more easy! Great video man.
Great video for a noob (me). Thanks. So for a figurine in a complex pose and with clothes/armour covering most of the body (e.g. Gandalf - Thou Shalt not Pass), would it be preferable to create the primary forms of body and gear in a posed state and then work on the secondary detail in the posed state? Often times (videos) I see that people model primary and secondary detail in A/T-pose, then pose with T-pose master, and follow up with clean up and further work on tertiary detail in the posed configuration. Of course the real answer is "it depends" but I'm interested in your take on this for the Gandalf example (dynamic, steadfast stance with lots of billowing gear combined with localized, powerful and detailed facial and hand expression). Cheers.
from a pure sculptural point of view you'd do it all in the pose. For various production reasons that may not be the case but often you'll start with a basemesh or something in an A or T pose then pose it and work from there
Bernini's David's face looks like a blend between Woody Harrelson and Henry Cavill. Oh boy does this video rock! So much useful information! If only my teachers in art university were this concrete and imaginitive in their approach to sculpture. Great as always!
Fantastic Breakdown, thanks for the trip down history too, it's such a valuable way to approach your work as an artist. Thanks for the awesome content!
Great video J! Always kinda struggled to understand these three stages and putting them in a temporal line with the great master's work, you nailed it! GJ and looking forward to this type of content. Cheers!
Thank you so much for this video! This is a very important topic for artists in general. Not only sculpting but also painting for example. When I started with 3d and digital painting I was so amazed by all of these great art pieces online and I was overlooking the importance of primary forms. All I saw was skin pores and wrinkles etc. Big mistake 😝
The Video was very informative nice ^^, but a question ... I do have issues with Zremesher and have a bit of trouble recreating your workflow in the vid ... I wanted to apply it on some twisted horns with that idea in mind but I got really ugly because Zremesher (also tried Zremesh guides) gave me quite a weird topology in the tips ... so should I retopo the base model in another program?
glad you liked the vid. You can most likely get better topology that you want by adjusting the shape of the mesh before using Zremesher. Also, whatever it's doing I bet you could work with it. It may not be perfect but i t's much better to sculpt with proper basemeshes rather than straight Dynamesh
To me it looks like the primary form here should be the secondary. Q. Wouldn’t the primary be much less detailed? In the hand example especially, the tertiary form is simply adding just a few more of the same fine details as the secondary.
In real-life sculpting, you would have a base (polystyrene or wire mesh) - then you'd slap on clay like its no tomorrow, building the bulk of it with your hands. - then you would refine it and build the detail, with modeling tools. - then bake it in the oven, if it's a ceramic sculpture..
J , my man , u r an absolute beast for this video! Amazing explanation my dawg! Hey , no lie here man, every damn video u do is gold! Every time, after watching ur video, iam getting better! Big big thank you for what u do , and how u do it! The way u give us info is amazing! #baddestinthegame
You do it by hand very carefully. This isn’t the workflow for that though, if the intention is to do a character for animation then you’d build it as such
Did they not paint detail on their marble sculptures? Maybe there was some tertiary detail there? Or maybe that is not considered a part of sculpting I guess…? Would be interesting to know.
great video. Im just curious if the way you think about this concept changes based on your current skill level. Like for instance lets say you are just starting out and you are trying to sculpt something fairly complicated. Like you said you would break stuff down into 3 main stages. Where you simplify sculpting so you can work on stuff separately. As you get more and more advanced do you think there is a lot of overlap to where you sculpting primary and secondary forms simultaneously without even thinking. Also as a result your able to work at a higher polycount faster and have more control cause stuff just becomes natural. Cause ill often see really experienced artists that sculpt and just jump the gun to a really high res and begin sculpting in a more free form way where they are just all over the place. That really confused me. So you think when your starting out you should focus on doing everything one at a time separately until you get the hang of how shapes work?
Everyone will work a bit different but I’d argue everyone would be “finishing” primary forms first, secondary second, and tertiary last. Things are more fluid in digital and you can can bounce back and forth but you’d still be following this principle. Regardless of experience. At least it’s the ideal, most efficient way
how many poly do we need to make high frequency detail on the skin for full human body (no clothes included)? If our PC can't handle the amount of poly, do you have any tips to customize performance like spliting parts of the body or anything? I am doubting why I often see pro split the head or the hands from the body? Is it part of their workflow or they just practice the make a specific part?
depends. heads and hands are split (along with any other part where the seams would be hidden from costume) because it allows for higher poly count and good speeds. Makes isolation simpler etc. polycount is hard to say but if baking it to a 2K texture map or even a 4K for the head probably 10-20 million would be enough. for more resolution you'd use HD geometry to get up closer to 100 million for 8K fine work but that's rare. Can also always do fine detail with textures which is very common and I always mix in a tiling fine detail noise anyway
Thanks for such qualitative content! When you jump from primary to secondary forms, how do you do for teeth? (look at 14:13) It seems like you start from a single shape (primary), then you split your mesh into parts only for secondary stage? What do you do with the initial loose part : remesh it? Sometimes I regret to have sculpted teeth in the same block, because when I want to extract it from my global shape, I ofently get issues due to holes and pain to recover them. What's your way to go for that kind of stuff?
I remeshed the head and hat but the teeth I had already made a base set so I just imported it. I made the primary form one just as an example of thinking about it in a simple way
@@artofjhill Thanks for your reply! The more I get into Zbrush, the more I feel the need of more subtools. So excited to sculpt that I've a bad habit of attacking the whole on a single mesh, but the more I see and sculpt the more I understand that subdividing my model into parts, like I would normaly do by layering in 2D, is way simpler and fast approach. Because when I've only one mesh, intersections are hard to do properly (like for fat on the body), global shapes are hard to maintain. Even when using masking. I think I loose something, that initially blocking with multiple simple shapes would save me hours of resculpts. For my next model, I think to use spheres for each teeth and one for gum. Dig between teeth by remeshing one single mesh is messy and painful. I usually do a base mesh in Maya or Blender, then sculpt it, but I'd love to do the whole thing in Zbrush now! Need more training on base meshing in Z, and more subtools! I've seen TPoseMesh tool on another video you posted, great tool, looks essential when using several sub-tools! Was afraid to cut mesh into parts before that. Now with that tool, I feel reassured to be able to continue working on the overall shape despite the number of subtools! Thank you very much.
Your work is no nice I really tried once to do the same But I couldn't do it. I am a struggling Artist working in a small company just for money to help my family. My work is so bad that no good company give me job. Will soon leave this field. Your videos are really good. Keep up
Bernini was like... "What if I took Michelangelo's "David"... remade that shit... but then gave him Henry Cavil's face and Matthew McConaughey's hair?!"
How I should sculp ? Not in zBrush to start with, if I had the choice (most horrible interface ever created, even years later I can't believe they keep it as is)
meme: "but we have to be realistiiiicicicicicici" "u need golden and pink ratio and rules of third or uuuuuur content isisssss baad" MEME aND dONT fORGET TO pUT A lOT OF dUSt, sCRATCHES AND fINGERPRINTS AND sO ON dETAILS uSED ON yOUR mESH!!!! wILL lOOKKOOOO sUPERBERRRR!!!! blenderGuru™ ok i vented enough for today oh right. and dont forget your 3 types of emotions. primary, secondary and tertiary
In other words... Start simple and add detail over time. Are there people that really don't understand that and need a scientific explanation and process? Do these people also need to read the car manual on how to buckle a seat belt?
One of my favourite Zbrush artists that has a killer focus on primary and secondary forms is Gio Nakpil. He is heavily inspired by the classic masters! Just like them, he rarely adds tertiary detail, yet his models pop off a page.
100% agree
maybe include their name and other info when you post things like this ? thx
this is actually so important for someone who just starting to sculpt like me, thank you!
glad you found it helpful. gl and hf with your sculpting
I remembered the Scott Eatons course - "Anatomy for Artists". Very good course. Even now I use the Loomis Method to make my sculptors. Because the basis in drawing is the same as the basis in sculpture. Practice, practice and more practice. The best way for a person to learn is from the work itself. And it's a great way to train your discipline and perseverance by following the exact order of creating objects. I'm glad you show you da Vinci and Bernini in the video. Because it is important for us to take an example from the classical masters.
So a very good video, I fully support what was said in it.
Glad you liked the video :)
In case of marble sculpting, one of the best sculpters currently that's pushing the boundaries is Jago, man is all about tertiary details on marble taken to extreme
💯
Idk why people bash art history. I want more people to talk about what stands out to them in art history and why they care about it or why it's important. God I miss art school.
not gonna lie, I didn't expect to like art history as much as I did. I wish I remembered half the stuff we learned in there
@@artofjhill I studied architecture and art history lectures were the most amazing ones for me. I've learnt a lot from those classes.
Is there any book for master sculptors and all those sculpting themes like Renaissance? I feel like i want to know more about sculpting history but idk how i would get the primary forms of sculpting history .. like , boom , Renaissance , this one the other the next.. this sculptors lived this time . They focus on this..
It's useless study
@@kirbyscreativity You're useless.
You can break form into even more simple elements like : primary -geometrical primitives, secondary- simple blockout, tertiary-complex blockout, and finally all levels of organic detailing.
21:50 I love Bernini! Had the opportunity to see it personally at Galleria Borghese
Oh man jealous. When I went I got stopped at the front desk because i hadn’t made an appointment. Heartbreaking.
@@artofjhill ohh man, that's heartbreaking news. That's true, I almost didn't make it either, if it wasn't the tour company guide I wouldn't be aware of.
But I'm certain you will live to visit some other day! When you go back to italy definetly check it out, it's amazing, really!
I have resisted to learning 3D as it was so overwhelming for a long while but since Zbrush Core Mini and Blender are free, I gave it a try and now having a blast as a well established 2D artist I really loved working with 3D software as I already know the fundamentals. You 3D people are really living in world of wonders with blender add-ons, unreal engine technologies and tools like Zbrush Nomad etc I am too hyped to become one of you guys love y'all. I have a silly happiness like I'm drunk but I am not though lol. It is just the happiness of UA-cam and meeting with quality people such as you and this community! ( I love my 2D art pals still but hyped on 3D much nowadays) Take care people and keep creating!
thank you! will do and you keep at it too. have fun
This changed my whole perception on sculpting. Clear and engaging, thank you!
Happy to hear that
Underrated Channel. thankx man for all the videos, we learn so much from u. 🔥✨
thank you dude, I appreciate that!
Bro the way you explain this is amazing and easy to understand
Happy to hear that. Hope it helps
You nailed home the importance of primary and secondary forms, great video. I knew all this stuff but I think the concepts had become a bit jumbled in my head, feels alot clearer again! Thanks man.
Glad to hear it was helpful
Was trying to figure out how to jump between levels of details, this helped a lot!
Wow, this looks like Slick Woods ❤️🔥
It is! I should’ve mentioned that in the video
Great vid J, these words get mentioned in so many tutorials and videos by artists, it's great to have it explained plainly with examples
Glad it was helpful!
I'm so glad to have taken your 3D character course, it was so interesting and i learned so much
Super glad to hear that. Glad you learned some stuff and thanks for sticking around :)
Where can I find this course?
@@PerryM4Nd It's called ''Character Creation for Video Games with J Hill''. You should be able to find it easily
@@Nicolas-of6li Thanks man!
@@PerryM4Nd Np, enjoy
I’ve been doing 3D for 2 years, but only now have I begun to realize how important primary forms are. Before that, I missed this moment, thinking that it didn’t matter. Thanks for the video.
You got it, what you said is precisely why I wanted to talk about it. Cheers
Thank you for taking your time to teach us how to become better :)
happy to do it. I hope it helps
Have even watched yet and I like what I see
Thank you for your job! It might be great help for my animation short films.
Really glad to see you sharing this stuff in a digital era! I am really lucky to be Italian and seen both masterpieces. You can found many inspirations in these marble sculptures, a great example on 1 and 2 forms! Thank u J, keep working!
Glad you like it and that's great you've seen both in person. Thank you man, cheers
time to go back to sculpting for a month! super great reminder tyvm
go for it!
Bro, I really love your videos, in my studies I'm always trying to think about this form hierarchy and that has helped me a lot, leaving the whole process much more easy! Great video man.
Glad to hear it!
Hell yeah! The UA-cam robots have randomly placed another golden nugget on my home page. So glad I "found" this channel. Great video. Thank you.
Awesome, thank you!
Holy cow! Thank you! Your desktop seems flooded with folders- so normal for most artists :)
glad you liked it. where did you see my desktop??
@@artofjhill reflection in glasses
Thank you J❤
This is the most common issues beginners make, very good one J
Thank you. I hope it helps some people
Thanks Jay! Very informative!!!
Np!
Really well articulated and precise language as you explain things -- extremely well done.
The thing with marble (and most non digital art) there's no undo button.
I'm glad I stopped by this video, very informative!
Glad you liked it
Loving these videos!You explain very well!
Glad you like them
Great video for a noob (me). Thanks. So for a figurine in a complex pose and with clothes/armour covering most of the body (e.g. Gandalf - Thou Shalt not Pass), would it be preferable to create the primary forms of body and gear in a posed state and then work on the secondary detail in the posed state? Often times (videos) I see that people model primary and secondary detail in A/T-pose, then pose with T-pose master, and follow up with clean up and further work on tertiary detail in the posed configuration. Of course the real answer is "it depends" but I'm interested in your take on this for the Gandalf example (dynamic, steadfast stance with lots of billowing gear combined with localized, powerful and detailed facial and hand expression). Cheers.
from a pure sculptural point of view you'd do it all in the pose. For various production reasons that may not be the case but often you'll start with a basemesh or something in an A or T pose then pose it and work from there
@@artofjhill This is a hobby for me, not production, so the pure sculptural perspective is very helpful. Thanks.
Your honestly a great teacher J, love ur videos. I want to get more active in ur discord aswell
Mate these are so inspiring - thanks
Thanks, man - great lesson!
Glad you liked it!
Thank you for the amazing info man! I just found you on youtube, your work is amazing too! I will keep checking and learning ! All the best!
Thank you! Glad you like the videos
Benini was smooth!
💯
This makes me want to dig into art history and start studying the amazing works that exist.
Awesome video man 👏👏
Very useful and helpful!!
Glad you liked it! You should look into it for sure. Endless wells of knowledge out there
Bernini's David's face looks like a blend between Woody Harrelson and Henry Cavill. Oh boy does this video rock! So much useful information! If only my teachers in art university were this concrete and imaginitive in their approach to sculpture. Great as always!
wow thank you, I appreciate the comment. Glad you liked the video!
Thank you J! Appreciate
Fantastic Breakdown, thanks for the trip down history too, it's such a valuable way to approach your work as an artist. Thanks for the awesome content!
Thank YOU I’m glad you liked it
Great video J! Always kinda struggled to understand these three stages and putting them in a temporal line with the great master's work, you nailed it! GJ and looking forward to this type of content. Cheers!
Glad you enjoyed it! Cheers
Thank you! ❤
You got it
Thanks - I really enjoyed your thoughts!
Glad you enjoyed it!
This video literally came out the day which I was supposed to finish a sculpt as part of my thesis XD
awesome, good luck with your thesis
Amazing as always, fantastic video!
Glad you enjoyed it
Absolutely amazing lesson. Thank you.
Glad you liked it
Thank you so much for this video! This is a very important topic for artists in general. Not only sculpting but also painting for example. When I started with 3d and digital painting I was so amazed by all of these great art pieces online and I was overlooking the importance of primary forms. All I saw was skin pores and wrinkles etc. Big mistake 😝
💯
Thank you dude, for your job!
that sculting of SlickWood is amazing ! but you should credits her that she is a model in your video :)
you're right I should. I credited her when I posted on Instagram but should have here too.
@@artofjhill thank you J Hill for doing it and responding !
Bernini's David low key reminds me of Anakin's face
💯
Amazing as always! Thank you for this gold mine of infos!
The herculean part made ma laugh!
de lujo!!
gracias!! =D
De nada
Such a great video thank you!!!!!!!!!!!
Glad you liked it
Awsome ez points to understand of ABC for sculptor )
Glad to hear it
Amazing work man! Thank you!
Glad you liked it!
Thanks for the knowledge. You are awesome.
Np I hope it helps
thanks
No problem
The Video was very informative nice ^^, but a question ... I do have issues with Zremesher and have a bit of trouble recreating your workflow in the vid ... I wanted to apply it on some twisted horns with that idea in mind but I got really ugly because Zremesher (also tried Zremesh guides) gave me quite a weird topology in the tips ... so should I retopo the base model in another program?
glad you liked the vid. You can most likely get better topology that you want by adjusting the shape of the mesh before using Zremesher. Also, whatever it's doing I bet you could work with it. It may not be perfect but i t's much better to sculpt with proper basemeshes rather than straight Dynamesh
Nice content man. Very useful .
glad you found it useful
Could you upload your UI settings?
Thank you so much for this vid
For sure. I hope it helps
Thanks!
Np hope it helps
@@artofjhill I like to support you, is not a lot because the exchange of my currency but I try to support you mate :-)
YOU ROCK
No YOU
I love you man!
Lol love you too bro
To me it looks like the primary form here should be the secondary. Q. Wouldn’t the primary be much less detailed? In the hand example especially, the tertiary form is simply adding just a few more of the same fine details as the secondary.
Thank yoi
In real-life sculpting, you would have a base (polystyrene or wire mesh) - then you'd slap on clay like its no tomorrow, building the bulk of it with your hands. - then you would refine it and build the detail, with modeling tools. - then bake it in the oven, if it's a ceramic sculpture..
and if it were marble you could only take away.
@@artofjhill I do like both - take away, and add. Some sculpters have difficulty with one or the other. Two different mind sets.
This does not just apply to sculptures, it applies to everything art in general.
💯
J , my man , u r an absolute beast for this video! Amazing explanation my dawg! Hey , no lie here man, every damn video u do is gold! Every time, after watching ur video, iam getting better! Big big thank you for what u do , and how u do it! The way u give us info is amazing! #baddestinthegame
Thank you man, appreciate the comment. Glad you like it and I hope you keep working on your art
Super cool! Quick question, how do you revert this back to neutral face pose for animation later?
You do it by hand very carefully. This isn’t the workflow for that though, if the intention is to do a character for animation then you’d build it as such
Did they not paint detail on their marble sculptures? Maybe there was some tertiary detail there? Or maybe that is not considered a part of sculpting I guess…? Would be interesting to know.
yea I think they may have been painted but not sure
great video. Im just curious if the way you think about this concept changes based on your current skill level. Like for instance lets say you are just starting out and you are trying to sculpt something fairly complicated. Like you said you would break stuff down into 3 main stages. Where you simplify sculpting so you can work on stuff separately. As you get more and more advanced do you think there is a lot of overlap to where you sculpting primary and secondary forms simultaneously without even thinking. Also as a result your able to work at a higher polycount faster and have more control cause stuff just becomes natural. Cause ill often see really experienced artists that sculpt and just jump the gun to a really high res and begin sculpting in a more free form way where they are just all over the place. That really confused me. So you think when your starting out you should focus on doing everything one at a time separately until you get the hang of how shapes work?
Everyone will work a bit different but I’d argue everyone would be “finishing” primary forms first, secondary second, and tertiary last. Things are more fluid in digital and you can can bounce back and forth but you’d still be following this principle. Regardless of experience. At least it’s the ideal, most efficient way
how many poly do we need to make high frequency detail on the skin for full human body (no clothes included)? If our PC can't handle the amount of poly, do you have any tips to customize performance like spliting parts of the body or anything? I am doubting why I often see pro split the head or the hands from the body? Is it part of their workflow or they just practice the make a specific part?
depends. heads and hands are split (along with any other part where the seams would be hidden from costume) because it allows for higher poly count and good speeds. Makes isolation simpler etc. polycount is hard to say but if baking it to a 2K texture map or even a 4K for the head probably 10-20 million would be enough. for more resolution you'd use HD geometry to get up closer to 100 million for 8K fine work but that's rare. Can also always do fine detail with textures which is very common and I always mix in a tiling fine detail noise anyway
tysm!!!!
NP!
Great video as always, thanks)
Thanks for such qualitative content! When you jump from primary to secondary forms, how do you do for teeth? (look at 14:13) It seems like you start from a single shape (primary), then you split your mesh into parts only for secondary stage? What do you do with the initial loose part : remesh it? Sometimes I regret to have sculpted teeth in the same block, because when I want to extract it from my global shape, I ofently get issues due to holes and pain to recover them. What's your way to go for that kind of stuff?
I remeshed the head and hat but the teeth I had already made a base set so I just imported it. I made the primary form one just as an example of thinking about it in a simple way
@@artofjhill Thanks for your reply! The more I get into Zbrush, the more I feel the need of more subtools. So excited to sculpt that I've a bad habit of attacking the whole on a single mesh, but the more I see and sculpt the more I understand that subdividing my model into parts, like I would normaly do by layering in 2D, is way simpler and fast approach. Because when I've only one mesh, intersections are hard to do properly (like for fat on the body), global shapes are hard to maintain. Even when using masking. I think I loose something, that initially blocking with multiple simple shapes would save me hours of resculpts. For my next model, I think to use spheres for each teeth and one for gum. Dig between teeth by remeshing one single mesh is messy and painful. I usually do a base mesh in Maya or Blender, then sculpt it, but I'd love to do the whole thing in Zbrush now! Need more training on base meshing in Z, and more subtools! I've seen TPoseMesh tool on another video you posted, great tool, looks essential when using several sub-tools! Was afraid to cut mesh into parts before that. Now with that tool, I feel reassured to be able to continue working on the overall shape despite the number of subtools! Thank you very much.
im sorry but the way you say tertiary cracks me up. tersher rarey. 🤣
primary form looks complete to me
Nice J ! Was it Persephone or Porserpina?
Persephone
Hi big fan of your work. Is there any course where I can enroll to learn from you personally and have some feedback.
Hi, thanks. Currently I’m just doing a few mentorships on the side. Email or DM me for info on that if you’re interested. Cheers
@@artofjhill Thanks for your swift reply, means a lot.
ALL ABOUT THAT 3 SECOND READ
💯
Hello, nice video and advices) can you share your zbrush UI preset?)
how many hours you spend sculpting?
Several a day
Good video 👍
what is that intro song tho
Your work is no nice I really tried once to do the same But I couldn't do it. I am a struggling Artist working in a small company just for money to help my family. My work is so bad that no good company give me job. Will soon leave this field. Your videos are really good. Keep up
thank you. keep working at it!
The greatest
🙏
Bernini was like... "What if I took Michelangelo's "David"... remade that shit... but then gave him Henry Cavil's face and Matthew McConaughey's hair?!"
How I should sculp ? Not in zBrush to start with, if I had the choice (most horrible interface ever created, even years later I can't believe they keep it as is)
sculpting with Zbrush is the best
Do u Know Jago Sculptor from Italy ?
Someone else mentioned him and I looked him up. Cool stuff!
Face model look like Slick Woods
AYE IT IS ! that's fye
For more👌🤙👏👏👏👏
meme: "but we have to be realistiiiicicicicicici"
"u need golden and pink ratio and rules of third or uuuuuur content isisssss baad" MEME
aND dONT fORGET TO pUT A lOT OF dUSt, sCRATCHES AND fINGERPRINTS AND sO ON dETAILS uSED ON yOUR mESH!!!! wILL lOOKKOOOO sUPERBERRRR!!!!
blenderGuru™
ok i vented enough for today
oh right. and dont forget your 3 types of emotions. primary, secondary and tertiary
why does second david looks like henry cavil
Anyone else think that sculpture looks like Henry Caville
yes but less buff
In other words...
Start simple and add detail over time.
Are there people that really don't understand that and need a scientific explanation and process?
Do these people also need to read the car manual on how to buckle a seat belt?
Getting into details too quickly is one of the most common mistakes in sculpting and drawing.
all this for free?!?!