Amazing job 👌👍. A nice tip is that blender has matcaps that can be used to change the lighting of the model. If you go to the top right of the viewport to the viewport mode you can change the matcap from the default.
I just put my renders on the side and watched it all the way through, mesmerized. How are you getting used to Blender? Will you make a second video about it?
the trouble with this kind of video is, it forces me to admit that the reason my sculpts are so bad is that i suck, nothing to do with the software i'm using 😞but seriously, not only a great demo of your major skillage, also a very nice example of just what's possible with blender in the right hands
Looks great. I am relatively new to sculpting and have a beginner question ;) .. I see that the model is quite "defined" and less "smooth". I thought that "likeliness" is coming from proportions and also later steps like texturing etc. Do the small wrinkles etc. significantly help to support the likeliness of the model or was this your "artistic freedom"? Thanks
This is an exercise in *sculpting*, not *sculpting and texturing*, therefore relying on texturing to add detail is not an option. Also, as this is not destined for animation or realtime/gaming work, issues of vertex count aren't nearly as significant. It's important to know what your end goal is - much like as in physical artwork, where you might paint a sculpture or not, and where you might be sending it to be molded and mass produced or not.
Thanks Emily, that's a great answer. The end goal defines the appropriate workflow and level of detail. What I would add to that answer is that the smaller the details are, the less of an impact they have on the likeness. Things like small wrinkles don't matter to a likeness as much as the major volumes of the head.
Also, to your question about definition Marco, the level of detail displayed in this video is quite consistent with what you'd do on a typical game or vfx production. I've captured what we call the primary and secondary details of the face. The smaller details are what we call the tertiary details (some make a distinction between tertiary and surface details but it's not important in this case) and those tertiary details are the one where there's a wide choice of approach: Doing them through textures, through sculpt, in-engine, ect.
@@Outgang Thanks a lot. This is really a very detailed answer and just shows me once again ... I have much to learn :). The main motivation behind my question was ... I am trying the same with a different face but my sculpture has much less detail. I was just hoping that my proportions are ok and that I get most of the likeliness from texturing. Your answer definitely helps, so thanks again
Look at you now, Blendering away :)) Very cool process vid, thanks! Say, you're very (!) adept at human anatomy it appears, so is this a result of years of sculpting or other forms of studies?
Thanks Andreas! I started sculpting around 2006 in the earlier years of Zbrush. Been practicing ever since and human anatomy is a topic I'm always interested to learn more about. It doesn't take 15 years to reach this level though haha but it usually takes a few years of dedicated, regular practice and interest in human anatomy for most to reach a comparable level.
Blender has a 50mm focal length by default which I like. It's a good focal length for portraiture. I adjust it from time to time to refresh my perception of the model and to match some references. A lot of movies use longer lenses. You kind of get good at reading focal length in pictures with practice.
Do you reckon it would be nice to sculpt in Eevee viewport mode with a nice Sss skin shader to see it come alive whilst working, or would that be distracting?
Heya was wondering have you put up a TuT on how to get a tablet working in blender? The only options iv found so far are "Emulate 3 button mouse" and, "Mouse look navigation" Which mouslook worked wonders but broke tons of other shortcuts. Wana try learn a retopo/uving pipeline outside of maya as im broke haha, but love using my tablet for it! Also weird, is some of the ref her cheekbone like the skin poked over the back of the nostral/nasel area wonder if that a weird shot or achuly how far her cheek bones go out.
Hey Serenity, I haven't tried to use a tablet in Blender for other than sculpting so far so I'm afraid I can't help you there but if someone else has an opinion on that I'd love to hear it. For you question about the cheekbone, could you give me a timestamp so that I know which ref you're talking about?
@@Outgang Heya no worries! Ye i tried sculpting in there im not sure why my tablet just seems to hate blender, no idea why its the only softwear it just refuses too work with, abit weird but ay i have Zbrush so can compromise. 10:30 is the reff, i think its the lighting making my eyes see things but her cheek bones are so far forward an pronounced!
why such small focal length. This distortion is massive. And your references are shot with a lot bigger focal length. Overal anatomy is good but eyes are way to big.
The eyes were measured using anthropometry to make sure they're of a normal human size, plus it's normal for eyes to look larger when there's no eyelashes. I vary the focal length when sculpting to stay nimble in terms of how I read references and judge proportions. There's a wide range of lenses used for filming and photography, we shouldn't be dogmatic about it.
This video makes me realize that there's no "one way" to sculpt. Awesome
Amazing job 👌👍. A nice tip is that blender has matcaps that can be used to change the lighting of the model. If you go to the top right of the viewport to the viewport mode you can change the matcap from the default.
One big advantage i believe blender has over zbrush is the true camera/focal length and correct lighting.
bold move! started with a cube and high resolution
Awesome workflow and inspirational for daily sculpting practice- Thanks for sharing!
Laura's still looking as beautiful as ever I see😍
Concentrate on the tutorial man 😁
@@TheSatzy6699 How can I tho???!🤣
Nice to see you using more Blender !
I love how you just created emily from the default cube.
You should see where she's at now :)
@@Outgang Is there an additional video on your channel on her? Or on artstation? :D
Sorprendente trabajo ❤👌 Laura!.
DAMMMMM !! Thats what I (and lots of other people) was waiting for !!!
All done in Remesh 0.007??
PS: Please more Blender videos
Cheers! The final remesh resolution was 0.03cm.
This seriously need to be told 😂
AWESOME !!!! MORE BLENDER !!! :D
Did you see @Flycat's timelapse? Here : "Blender 3.0 - Jinx modeling - Arcane"
I just put my renders on the side and watched it all the way through, mesmerized. How are you getting used to Blender? Will you make a second video about it?
Yup! I've finished writing my next video about what I've learned, what I like and dislike about Blender. It'll be out in a few days.
Pretty good
Very inspiring, thanks for sharing
Amazing!!
Ur really skilled... ❤
the trouble with this kind of video is, it forces me to admit that the reason my sculpts are so bad is that i suck, nothing to do with the software i'm using 😞but seriously, not only a great demo of your major skillage, also a very nice example of just what's possible with blender in the right hands
Oh this is so cool :)
very cool!
Amazing Work!!!
Looks great. I am relatively new to sculpting and have a beginner question ;) .. I see that the model is quite "defined" and less "smooth". I thought that "likeliness" is coming from proportions and also later steps like texturing etc. Do the small wrinkles etc. significantly help to support the likeliness of the model or was this your "artistic freedom"? Thanks
This is an exercise in *sculpting*, not *sculpting and texturing*, therefore relying on texturing to add detail is not an option. Also, as this is not destined for animation or realtime/gaming work, issues of vertex count aren't nearly as significant. It's important to know what your end goal is - much like as in physical artwork, where you might paint a sculpture or not, and where you might be sending it to be molded and mass produced or not.
Thanks Emily, that's a great answer. The end goal defines the appropriate workflow and level of detail. What I would add to that answer is that the smaller the details are, the less of an impact they have on the likeness. Things like small wrinkles don't matter to a likeness as much as the major volumes of the head.
Also, to your question about definition Marco, the level of detail displayed in this video is quite consistent with what you'd do on a typical game or vfx production. I've captured what we call the primary and secondary details of the face. The smaller details are what we call the tertiary details (some make a distinction between tertiary and surface details but it's not important in this case) and those tertiary details are the one where there's a wide choice of approach: Doing them through textures, through sculpt, in-engine, ect.
@@Outgang Thanks a lot. This is really a very detailed answer and just shows me once again ... I have much to learn :). The main motivation behind my question was ... I am trying the same with a different face but my sculpture has much less detail. I was just hoping that my proportions are ok and that I get most of the likeliness from texturing. Your answer definitely helps, so thanks again
Yes! so tasty Laura, more more content like this!
She did a self portrait, called it “Emily Blunt” and thought we wouldn’t notice
U R a Master
Look at you now, Blendering away :)) Very cool process vid, thanks! Say, you're very (!) adept at human anatomy it appears, so is this a result of years of sculpting or other forms of studies?
Thanks Andreas! I started sculpting around 2006 in the earlier years of Zbrush. Been practicing ever since and human anatomy is a topic I'm always interested to learn more about. It doesn't take 15 years to reach this level though haha but it usually takes a few years of dedicated, regular practice and interest in human anatomy for most to reach a comparable level.
Very good ! ( Fresh eyes are always helpful . I learned that a long time ago . Chin cleft. )
How do you determine which focal length to use while sculpting?
Blender has a 50mm focal length by default which I like. It's a good focal length for portraiture. I adjust it from time to time to refresh my perception of the model and to match some references. A lot of movies use longer lenses. You kind of get good at reading focal length in pictures with practice.
Have you tried out Nomad Sculpt? If so, would love to know your thoughts.
Do you reckon it would be nice to sculpt in Eevee viewport mode with a nice Sss skin shader to see it come alive whilst working, or would that be distracting?
I tried sculpting with Eevee and quickly realized the sculpting performance suffered for it, the framerate was much lower, and I run an rtx3090.
Besides, I really like the default gray look. As you say, it's not distracting. It's close to Zbrush's default material.
Heya was wondering have you put up a TuT on how to get a tablet working in blender? The only options iv found so far are "Emulate 3 button mouse" and, "Mouse look navigation" Which mouslook worked wonders but broke tons of other shortcuts. Wana try learn a retopo/uving pipeline outside of maya as im broke haha, but love using my tablet for it!
Also weird, is some of the ref her cheekbone like the skin poked over the back of the nostral/nasel area wonder if that a weird shot or achuly how far her cheek bones go out.
Hey Serenity, I haven't tried to use a tablet in Blender for other than sculpting so far so I'm afraid I can't help you there but if someone else has an opinion on that I'd love to hear it. For you question about the cheekbone, could you give me a timestamp so that I know which ref you're talking about?
@@Outgang Heya no worries! Ye i tried sculpting in there im not sure why my tablet just seems to hate blender, no idea why its the only softwear it just refuses too work with, abit weird but ay i have Zbrush so can compromise.
10:30 is the reff, i think its the lighting making my eyes see things but her cheek bones are so far forward an pronounced!
So remesh resolution was 0.03cm ?
Amazing! How long did it take?
A few hours, all in one day. I took a few breaks here and there to refresh my perception.
@@Outgang your skills are super cool, thanks for sharing a bit with us!
blender me gusta
Ctrl + Space is Full screen toggler.
Oh that's cool, thanks!
Awesome! I think you're going to get a lot of new subscribers because of Blender ;-). Myself included.
Thank you Maciej.
Hi Laura, what program to record the timelapse?
It's just OBS.
How many hours to do that?
About three hours or so.
Epic
Its pretty clear why so many 3d artists hate doing likeness no matter how advanced they are...
It's challenging for sure but why do you think people hate doing likenesses?
Круто!
😃
why such small focal length. This distortion is massive. And your references are shot with a lot bigger focal length. Overal anatomy is good but eyes are way to big.
The eyes were measured using anthropometry to make sure they're of a normal human size, plus it's normal for eyes to look larger when there's no eyelashes. I vary the focal length when sculpting to stay nimble in terms of how I read references and judge proportions. There's a wide range of lenses used for filming and photography, we shouldn't be dogmatic about it.
Emily Blunt is just Cillian murphy female version
there is no resemblance. sorry!
Amazing!!