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a thread to post your daily sculpts and sculpting in general
previous thread >>1003156
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>previous pokemon times two
it do be like that sometimes
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30 minute speedsculpts are great to make sure you don't get arrogant
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>>1008033
>30 minutes
damn that's fast and accurate. i take at least 3 times plus a few breakdowns and my stuff still ends up looking lumpy as shit
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Daily Sculpt Yesterday. Hoping to get better at the Anime style although its a bit harder depending assuming your trying to sculpt for 3d printing. But we keep on moving !
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gave up on the fire effect
>>1008131
nice sculpt. haven't seen one piece in a while but he looks like a freak
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>>1008262
you mean sculpting human bodies? I usually get reference packs on /ic/ threads to practice anatomy, like >>>/ic/7474556
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>>1008262
just eyeball it bro
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been busy with work for a couple of days, testing hair shapes and stuff
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this thing is so big I had to do a viewport render so you can see the flaws properly, it didn't fit well on a screenshot
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Haven't worked on blender since november, but got a wacom one and am taking a swing at sculpting. I rebound one of the two mouse buttons to middle mouse button, but any advice on making the learning curve a bit less bumpy?
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Gonna try doing some hands next, hopefully
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got bored of pals so i did the sports bra meme instead
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>>1008499
>but any advice on making the learning curve a bit less bumpy
to get used to the tablet? I'd recommend 10 minutes a day of doing straight lines and circles, and maybe a couple exercises from https://www.youtube.com/watch?v=s6TUkkZoEDw (start a new file with 2D animation preset)
or try to build volumes on a sphere using only clay or clay strip brush as a warmup before your main sculpt
>>1008544
I know, and I am ashamed
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So the clay brush adds, and clay strips adds more. Draw adds but draw sharp subtracts? So if I want to subtract with draw I hold control, but if i want to subtract with draw sharp it's the opposite? I see there's a filter option, how can I hide a bunch for just the basic ones while i'm learning?
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>>1008547
>this is Peak
the female figure is peak beauty indeed
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it ain't much, but it's honest work
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>>1008506
since i don't know what should i learn today, i decide to sculpt anime head for 30 minutes, it's been a while since the last time i sculpt anime head, i have to use image ref
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>see nice figure
>sculpt nice figure
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the other trainers look at me with disgust, but they don't understand this special bond that I share with my Vaporeon
>>1008686
nice, you should do another head today too, with a bit more hair
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>>1008722
[spoiler]did you know that in terms of male human and female Pokémon breeding, Vaporeon is the most compatible Pokémon for humans? Not only are they in the field egg group, which is mostly comprised of mammals, Vaporeon are an average of 3”03’ tall and 63.9 pounds, this means they’re large enough to be able handle human dicks, and with their impressive Base Stats for HP and access to Acid Armor, you can be rough with one. Due to their mostly water based biology, there’s no doubt in my mind that an aroused Vaporeon would be incredibly wet, so wet that you could easily have sex with one for hours without getting sore. They can also learn the moves Attract, Baby-Doll Eyes, Captivate, Charm, and Tail Whip, along with not having fur to hide nipples, so it’d be incredibly easy for one to get you in the mood. With their abilities Water Absorb and Hydration, they can easily recover from fatigue with enough water. No other Pokémon comes close to this level of compatibility. Also, fun fact, if you pull out enough, you can make your Vaporeon turn white. Vaporeon is literally built for human dick. Ungodly defense stat+high HP pool+Acid Armor means it can take cock all day, all shapes and sizes and still come for more[/spoiler]
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OSHA OSHA OSHA
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what a fucking day
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Not really feeling the hang of it yet. Pull a sphere into a heart shape, no idea how to handle the back.
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This is my first ever human model I've done. How does it look? Be gentle.
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>>1008905
Still much to do.
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>>1008905
>How does it look? Be gentle.
you have a lot of unrealized potential, keep going
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>>1008905
>>1008906
First step, go here: https://www.posemaniacs.com/tools/viewer/poses/01HJJHYW8VHSX58TSXZMYKP 7TD
Make sure to change the texture to Color instead of Muscular so it's easy to differentiate muscle groups. I recommend the Male figure cause muscles groups are more distinct and pronounced.
Now open that website and study anatomy every single day. Pay attention to how muscles link and connect, turn the figure around, check out different angles and poses, etc etc.
Don't have to put in hours of study, but the KEY is to do it at least 15 minutes EVERYDAY. Do this for 3 months, and your brain will automatically superimpose these colors on bodies. Do it for 6 months and you'll be CRACKED. Worked wonders for me. Try this instead of brain rot or refreshing the catalog every 2 minutes.
These are my results btw >>1008896
>>1008693
>>1008588
>>1008525
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Sunday practice, with some hair shapes, hair modelling with sculpting is pretty fun, i hate modelling with haircards
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>>1008947
uploaded the wrong image
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>>1008946
Hey man, I just saw your post over on /v/. Thanks for the feedback and info. I really appreciate it.
I'll give this a shot. Hopefully I can use the 3D models I create to make some cool 2D art as well. That's where my passion lies. Knowing how to do both would be great too.
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not daily, but everyday i add multiple object and sculpt it for 3 days
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>>1008966
more angle, time to read anatomy book i guess
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>>1008965
>This Porygon is weirdly round, Anon. Why is that?
skill issue.
I saw it as an opportunity to test my trim brush, but I couldn't get it perfect in time, especially the corners
I would clean the planes with line trim or polyline trim if I were to sculpt Porygon again, if I insist on not modelling it
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>just wing it bro
yeah i'll never trust >reddit again
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>>1008967
>>1008998
>>1009004
personally I think the breasts are too big, and not pointing the right way if they're unsupported breasts
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alright, i hate sculpting hair shapes, i find it very limiting, i think i've gotten good enough at facial and body proportions, gonna retopo and texture a whole character now.
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>>1009237
heck yeah, i'm gonna make it
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Wanted to get to the point of getting clothes on her, but the nib on my pencil plumb gave out and I have to wait until tomorrow until they get delivered. Poo.
Anyway this is as far as I got.
Anyway, I have a question: should I continue to do the sculpted hair, or try for the same hairstyle, but in fibermesh for “realism”?
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>>1009272
you mentioned it's for gamedev on /wip/, can you export or bake fibermesh to your game engine? or is it just concept art?
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>>1009286
you're better off just looking up how to solve a specific problem when you run into it instead of trying to know all the solutions ahead of time no tutorial is gonna cover everything but a good 2-3 minute video on any topic is out there
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the hardest pokemon to sculpt in gen 1
>>1009286
a couple flippednormals videos are useful, like https://www.youtube.com/watch?v=lujmOTK2El8
but I would recommend watching someone who's better than you in real time and see how he tackles situations, take notes and try it later when you sculpt
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last week
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I wonder if I should try to do furry commissions, are they into 3D printed figures?
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Have no idea if this can be considered sculpting but i'll post it anyway, first ever attempt to design a spaceship in sketchup, the result is... what it is. I call it FrankenGhettoship , how bad did i do?
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>>1009570
Are they into 3D figures...dude, yes. That, or making them Live-VR models for their roleplay sessions. They're also loaded. If you do good work, you could be raking in cash and they'll spread the word for you.
Just be prepared to make dragon women with 4 tits and a horse cock all bound up in a sling bikini.
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>>1009738
well, I can afford to keep my soul at the moment, but some days it feels like I could really use the money
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tomorrow, I love you tomorrow
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gen 1 done, a different matcap to celebrate
>>1009909
is that counting the alternate versions? like the alola, galarian and etc? I think they have the same pokedex number, I'm not sure how I would handle that
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friendship ended with clay strip, now clay is my best friend (with autosmooth disabled)
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how to sculpt fire
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Forgot about this place in a hot minute. Left is my drawing on last night's drawpile over on /v/, right is my attempt at recreating it in 3D.
>>1010270
>>1009974
Congrats anon!
Are you seriously doing all generations? That would take at least 2+ years assuming you do 1 every day. Insane.
>>1008963
>Hopefully I can use the 3D models I create to make some cool 2D art as well. That's where my passion lies.
I feel you anon. I don't actually have the patience to finish a sculpt or 3D in general. I lose interest when I get the overall likeness and forms down, which is good enough for me since I use it mainly to remove a lot of guesswork for my 2D art.
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>>1010323
>Congrats anon!
thanks, I don't know where I'll be in two years but it would be funny if I ended up doing them all
it's 30 minutes a day so it's an achievable goal, I should be able to set aside 30 minutes to sculpt no matter what happens
also did you draw that thief too? best class
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I like big tails and I cannot lie
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>>1010495
I'm glad I didn't butcher scyther too much, mantis type pokemons are cool
>>1010527
thanks, hmm, I'm more of a Chikorita guy
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easy days are fine too
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semi-obscure request but:
I know you can use a standard Android tablet as a drawing tablet for a PC. Is there a way to do this with Blender sculpting, and can you get the software to do it WITHOUT google play? My tablet is de-googled and I wanna keep it that way
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>>1010699
Depends. You're going to be just using the tablet as a screen and will likely have to make sure that the tablet properties properly work on your pc. Most have it automatically integrated since there are windows tablet pc's. If its Linux or Mac I couldn't be sure if they're as plug and play.
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second blender crash since I started sculpting pokemons
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everyone still sculpting?
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Here's a Giraffe Sawtooth Stag Beetle I'm working on.
I made some legs but I'm not totally happy with them, getting decent refs is really hard for specific bugs...
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>>1010960
there never was much hope, just a fool's hope
>>1010998
it feels like google is less useful than it used to be
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we´re back
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>>1007862
Hey, I finished this a couple of days ago, model to print so I don't have to retopo/texture/rig it.
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did this today
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I'm trying to get the zremesher subdivision workflow with quadremesher and multiresolution in blender
the topology gets fucked too easily compared to remeshing every 3 minutes, maybe I shouldn't use laplacian smooth, hmm
I have to watch a video to see how it's done
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everyone still sculpting?
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Do only fagtards use tablets to sculpt?
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>>1012096
I've been sculpting with a mouse for 5 years penfags are all larpers who think 2d and 3d are even remotely connected. If you truly can't stand a mouse get one of those tacticool 3d spacemouse things I wouldn't know anything about them though
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I missed yesterday, this is the end, I'm a failure, I shame my ancestors
jokes aside I'm going to stop sculpting daily, I'm still going to sculpt now and then but my thoughts are taken by something else than pokemons
207x30 minutes that's 103.5 hours
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bumpu
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everyone still sculpting? I had to focus on something else for 3 weeks and forgot how to sculpt
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with nomad sculpt (made by the people who do Zbrush) coming to pc for like $30 on a perpetual license should i try it over blender sculpting?
>just pirate Zbrush
no, not for any moral or ethical issue but if im not gonna spend cash (an earnable currency) on something im not gonna spend time (a finite currency) on it
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>>1013872
I think it's great for current Nomad users, it seemed like they also had to learn Blender when they moved to their PC and that's a waste of time and brain
I'm not really tempted to try Nomad because I know Blender already and I use Blender for other things
>made by the people who do Zbrush
source on that? when I was young companies had an about page on their website, it seems like the dev worked on Sketchfab before though
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>>1014072
nice, are you printing them in resin or FDM?
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>>1014107
Thanks. Those pokemon look cute, I have trouble making things look cute lol.
No idea yet, there's a guy that could print them for me in FDM with a pretty good quality but I think a friend knows a guy that has a resin printer and reasonable prices.
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>>1014072
Continued work on the gnome.
I'm tempted to get a resin 3d printer for myself but I don't have much space and I would like to earn money with it printing minis to sell, not sure if it's a good idea though.
Minis made by me or from the web.
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Does anyone have the PDF for this? Maxon of course has an expired link when I try to get the download via email
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Mario off the gas station kratom
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critique my head i made from blender
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Please help me pirate zbrush I want to sculpt so bad but only in zbrush and I can't fucking find anything that's not malware
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if you're too retarded to understand that learning to sculpt in one program carries over into another program, then you shouldn't even start. and you're not autistic, you just like to make up retarded reasons for why you can't do the thing.
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today I have sinned, I did not start my sculpt from a UV sphere
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>>1015357
>>1015349
>>1015347
Thanks for the feedback im gonna start a new head now
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>>1015413
two options lil bro
go to zonegfx
make account
get 50 points for making account or claiming w/e
type zbrush
download
go to rutracker
make account
type zbrush
categorize by seeders
make sure torrent has green check mark
download
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I think I asked this before but I don't remember getting any good tips. Does anyone know how to sculpt convincing likenesses?
Here's a few I did, the first two women were from months ago. Then I took a break, and just made this last one of a guy yesterday. Yeah it turned out worse, no surprise. I also purely eyeballed that last one. While I traced the profiles of the two women, then eyeballed the rest. But all three heads are just not good.
The "profile tracing" approach is more stable than pure eyeballing, but it's a real pain to look for good references. So I want to be able to sculpt a likeness from a completely arbitrary photo. I don't think drawing tips would help me here, as drawing a likeness usually involves just copying a photo from one angle and one FoV by eye. While I'd really like to understand what makes a face "click" and be able to translate it into shape. Right now I just aimlessly push and pull until it maybe sorta kinda looks like something similar, but it's too slow and directionless of a process. I've also adopted a "squinting" approach, where I find a very small photo of the subject, zoom out on the sculpt and try to find differences by squinting. I'm not sure if it helps, but it gives me a little more direction in stages where I get stuck.
Is there anything that can actually help me besides just shitting out a zillion heads while trying to follow reference? I've already tried that once, though when I was just starting out with the head business, and I don't think it really helped. I feel like the "just draw" of 3D doesn't really help in 3D either. I need some kind of method, an approach. IS there one?
Or I am overthinking all of this and should "study more anatomy" before trying to nail heads?
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>>1015867
Hey, thanks. I see I'm missing a lot of fundamentals. It's interesting how he goes from a skull-ish shape first. While I jump straight to blocking out the complete head and go from there. Maybe that's half the reason why my heads look strange. He's also working at exactly double the resolution I do - I go for 0.0015m remeshing with real world scale, while he apparently does 0.0007. I'm still confused as to how he gets those measurements using the ruler tool as he places the eyeballs. It's weird to me how he gets the position right in one go, while I generally tweak the sockets and the eyeballs many many times. Is it a ratio thing? Like, he has the approximate eyeball size and spacing memorized? I only use the "exactly one eyeball apart" rule of thumb, but since I rescale them multiple times I'm forced to move them around as well. I should look into eyeball sizes, maybe they're more or less constant or something. Anyway, thanks for the link. I'll rewatch it a few more times and maybe glean some insight.
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>>1015869
>I'm still confused as to how he gets those measurements using the ruler tool as he places the eyeballs
yeah, I wonder if he is using a reference value from a textbook or if he measured a good reference photo
I don't do that but I've seen clay sculptors measure literally everything
>It's weird to me how he gets the position right in one go, while I generally tweak the sockets and the eyeballs many many times
I think it helped that he waited a while before adding the eyeballs, like he sculpted the eyes first and then dug them out, I usually see beginners digging the eye sockets out too early
I think an important point you should take away too is that he barely ever used the smooth brush, he either uses more clay or scrape/fill
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Have been grinding human proportions for a while now, how does this look, proportion wise?
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>>1015883
People should be about 5-6 human heads tall, 7-8 if you're building some super jacked superman esque person.
Another useful point is that lower part of crotch should be the midpoint between the top of the head and bottom of the feet as well.
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I have never ever sculpted (or modeled) ever before because I never had a computer powerful enough for it. I have been drawing and painting for most of my life though. This is what I did in zbrush today so far, just trying to get a handle on the programme and being a basic bitch. I have no idea what I'm doing but it's a lot of fun.
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>>1015928
Hello fellow skull-chad.
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>>1016004
assuming you're talking about a realistic head, try to get to asaro head (based on your reference) stage first and then work from there
purposefully accentuate the planes to make sure they're there
if you're sculpting an anime head then it can't be helped, you're sculpting an alien
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Tried making a coccoon/pupa mech thing, but kinda hate the final result
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so, uh, sculpting am I right?
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>>1016691
impressive that you're still going. would you say you've seen gains from doing all this?
I intend to do something similar with stuff like PvZ, Pikmin, Hollow Knight etc, things with simple enough designs for a relative beginner
unrelated but I did pic related 3 months back and it was bad enough to stop me from sculpting again lol
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>>1016729
I use a Huion H1060P, screenless is fine and arguably better since your pen and hand isn't getting in the way of the sculpt itself, and it stops arm strain
as long as it has a decent amount of pressure levels around ~8000 then you should be fine. only thing I'd consider a must is two side buttons on the pen itself, very useful for navigating. I've got the lower button to middle click so I can rotate around and hold shift to pan with it, and the top button is right click
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>>1016704
I wouldn't say I'm still going, I stopped sculpting pokemons daily and now I only do them on bad days
I do think I've improved but despite what you're seeing I wasn't a beginner when I started sculpting those pokemons
the gains are mostly mental, accepting that not everything needs to be a masterpiece, experimenting new ways of doing things
for me sculpting is like a muscle, if I don't sculpt at all for a week I get rusty and my confidence takes a hit, making me less likely to sculpt again so sculpting pokemons helped me stay consistent
you should definitely sculpt, but I'm not sure simple designs are easier
>>1016729
you don't need a screen tablet, any medium sized tablet from a reputable brand will do
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Is the HUION Inspiroy 2 Large a decent start for seeing whether sculpting would be a good hobby for me?
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>>1017031
rough test, dropped it not too far in, this shit is tougher than it looks huh
I'm trying to recreate the forms in 3D and it feels like guesswork. will this be easier when I learn anatomy and stuff?
even though it's stylized I think stylization starts with the base of realism, exaggerating forms that are fundamentally solid
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>>1017212
I've seen this guy and his course before, seems a bit odd though
this speedchar guy makes things much more complex in the same time or less, whereas Olson seems to spend ages on minutiae
might be because Olson has a background in toys and such that require a lot of accuracy to the design
https://www.youtube.com/live/f1ruOMrKstU?si=1SGkVxvBPaVDuiCg
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>>1017226
I always recommend Olson because I improved a lot with him, almost nobody explain blocking and I think it is really basic when you are learning, yes you have better sculptors and people that work faster too.
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>>1017257
if you wanted to do it really dirty, go into sculpt mode and use the symmetry drop-down at the top-right, symmetrize from -x to +x or vice versa. even though sculpting is set to mirror for whatever reason it always fucks up somewhere
from there, quadriflow remesh or whatever it's called, as long as it remeshes using quads. Quad Remesher is best but it's paid
delete one half, apply mirror modifier
seam straight down the middle, unwrap around the ears and split it in half down the sides too if you can, then unwrap and apply the mirror modifier
if you wanna avoid all or most of that you can always use Smart UV Project, but it'll likely be messy
I'm not an expert or anything so if anyone wants to correct me, go for it
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>>1017031
>>1017207
an owl for the CG Boost sculpting course, going through this then I'll probably jump into learning anatomy
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I started feeling the call of the zbrush last project
blender isn't holding me back too much yet but I hope it gets better by next year or I will start feeling it
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Getting back to it, I'm going to try to stick with it this time.
Any critiques?
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I will get my sculpting mojo back
>>1018607
you want feedback from a guy who sculpts pokemons?
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Currently trying to model a nameplate for my warhammer character, but I suck at modelling and I can't get the mesh to be manifold :(
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I hate sculpting so fucking much. how am I meant to do the mouth?
any time I have to try and make a relatively complex shape like this it just falls apart
I swear trying to make cartoony stuff is harder than realistic stuff
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>>1020524
for the mouth you're trying to do too much with not enough geometry, it's true that beginners often increase the polycount too early, but you need some geometry to work with (you can also use separate blobs like >>1020547 said but you don't have to)
also you're using far too many spheres for the tail, you need to become comfortable with using sculpting tools for your block out
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Do you know any in-depth tutorials for sculpting stylized hard surfaces in modern Blender? All I find uses 1-10 years old Blender versions and it's very confusing to try to map them to current tools. It seems nowadays they merged every 2 old tools into 1 new, and now they also have 2 radiuses which do god know what, and some brushes have dramatically different defaults like multiplane scrape for example, it had plane angle 60 by default just 2-3 years ago and now it's 0 and works differently, and only somewhat similarly if you bring it back to 60... I feel like I can sometimes get something good purely by accident, and sometimes at the very beginning of sculpt, but the further I work on, the more fragile it becomes and it's becomes insanely hard to use any brushes at all, because they all fuck up stuff with their second radius and their double functions, etc. I'd like something in-depth which tells exactly how to use any single NEW brush and every its important parameter. I'm sitting on every single rock for hours and it goes through some kind of acid trip of fuckups, I want to know what I'm doing and do it in sane amount of strokes instead of aimlessly wandering in circles and bruteforcing frankenstein multipurpose brushes I do not understand.
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>>1020695
It looks better than what I usually see, could be a plausible human being
My main issues with it is the distance between nose and mouth is too small, and you have this dip below the cheekbone, that area of the face doesn't flow like this
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>>1020697
I'm not finished yet but good points. He's frowning menacingly so I figured the top of his lip would be closer to the nose, but yeah I'll look into the cheekbone area. That one's suspicious for sure, like it's only got the bone but no muscles now that you made me look at it
thanks m8
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>>1020723
>1) Should I sculpt or should I box model things that I want to 3D print?
It depends on what you're printing but you'll usually end up doing both in the same project (unless you specialize in something like tanks or naked women)
>2) Zbrush or Blender for sculpting?
You'll need Zbrush if you're doing very high detailed realistic sculpts. Blender can handle a decent amount of polys but it's better to use Zbrush for sculpts with skin pores, fabric weaves and an ungodly amount of scale. You'll also need Zbrush if you want to work for a studio.
After that it's personal preference. You can always change softwares, it's not hard to learn the other one when you know how to sculpt.
>3) Is there something like the Blender donut tutorial series for Zbrush?
I don't know but I recommend following a proper course instead of trying to learn from youtube tutorials. Piracy is an option and recommended when it comes to Zbrush.
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>>1020723
> Should I sculpt or should I box model things that I want to 3D print?
both, you should start with hard surface modeling first.
>Zbrush or Blender for sculpting?
Zbrush is a better program, more performance and better tools, for hard surface it is not that good compared to blender but if you want hard surface Plasticity is a better option, Nomad sculpt is better than blender too.
>Is there something like the Blender donut tutorial series for Zbrush?
Getting Started with Sculpting - ZBrush for Beginners Tutorial by
FlippedNormals.
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I've been struggling with sculpting stylized rocks lately. It seems that the main brush for flat facets is Scrape/Fill, but it's kinda gradually ruining all the sharp edges and then I start fixing them with pinch or crease or whatever, and then use scrape again and it gradually turns into a mess and quite often results look even worse than base lowpoly mesh I started from, in terms of punchy flat/stylized look. I basically want flat facets, sharp edges, but also curvy features, that's the main difference from just keeping it all lowpoly. Any ideas/suggestions? Any brush settings worth playing with?
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sculptin'
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>>1022034
I jumped into 3D then learned the basics of 2D when I hit a roadblock because I didn't understand anatomy and colors very well
>25 years of nothing art related
>1 year modeling (vrchat and vtuber models)
>1 year pencil sketches and digital illustrations
>2 years sculpting (3D printing)
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hey guys im new in this blender thing, do you think i should model this or sculpt it?
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Hey anon, I need some help with making the first steps.
I have everything I need: blender 5, space mouse, drawing tablet.
My motivation: I am a furry and I want to model lamb from lol the way I want, since none of the images I saw are the way I want. Then I'll also port her into Skyrim and every game I can.
I think I have a vague understanding of what I need to learn:
- human musculature
- hands, head, ears
- vagina and anus
- fur and hair
- some hard surface for hooves and mask, maybe bow (but that might be better done with regular modeling)
How do you recommend to start? Some small projects for each body part (any recommendations here)? A core course from cgcookie? YouTube tutorials for sculpting? Just starting with the sculpting template and trying to sculpt her?
My only knowledge of blender are the spaceship tutorial and free introduction from cgcookie. I have extremely basic drawing skills if that helps.
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my friend who is completely new to 3D and blender sculpted a lions head out of the default ico sphere in blender. I can't describe to him how incredibly impressive that is but I don't think he realizes that he's super talented because it probably doesn't see what other people do, especially beginners, do. he just showed it to me (after a few days of doing blender together making a simple sword) and was like look I tried making this for my sword hilt
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>>1007862
first completed project took me 3 days
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>>1023181
I've seen worse, how's your second sculpt?
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