![]() ![]() ![]() The clay brush is my go to brush for sculpting smooth facial features and forms. Using the trim-dynamic brush to create planes Tip 07: Use the Clay brush on a low setting If you're struggling it's definitely worth trying! If I'm not happy with the way a sculpt's going I'll use the trim-dynamic brush to sculpt out planes and start again. Using shapes for rhythm and design Tip 06: Break up your sculpt using planesīreaking the head up into planes is a useful excerise not only at the beginning of a sculpt but also if things go wrong. The features on my medium head sculpt are predominantly oval and those on my long head sculpt are rectangular on an overal oval shape. On my broad headed sculpt I've used the contrast of a rectangular shaped head with triangular features. You can come up with some really unique facial designs by using and repeating rythms and shapes in your sculpts. ![]() In realistic sculpts this will almost be completely vertical with only a few degress slant but try increasing this in either direction for interesting results.Īdd an interesting profile to your sculpts Tip 05: Add some shape design It's also good to think of the ‘facial slope' of the skull, that is the straight line created between the forehead and the teeth. Use an action line from the top of the forehead down to the chin to create a unique profile for your character early on that guides you. It's really easy to get carried away with the front of a head sculpt and neglect the profile. Study the foundations of the face using Ryan Kingslien's ZBrush tool Tip 04: Don't forget the sides! You can start practicing straight away with Ryan Kingslien's excellent manequin which you can find in the lightbox in ZBrush under the ‘Tool' folder. Even the most stylised sculpts have a good foundation of anatomy to them. Learning the basic features and forms of the muscles of the face and skull is really important to give your sculpts a good foundation. The basic 3 different types of head shapes Tip 03: Think of the structure underneath From these basic shapes you can also develop more complex shapes. You'll find that they can resonate with and define certain character traits and personalities within your sculpts. Depending on the desired realism, you can exagerate these general shapes for more effect. Most heads (even realistic heads) fall into 3 different categories: Long, Medium and Broad. This is very similar to techniques regarding drawing the head and is a great way to understand the basic shapes if you're having trouble sculpting them from one object.Ī simple way of building the shape of the head. You can build a basic head using a Sphere cut off at the sides for the cranium, a cylinder cut in half for the face and a smaller cylinder for the neck. When first learning to sculpt the head it's a good idea to start at the very basic level of shapes. The face really can tell a story, and these tips are designed with that in mind. Sculpting heads from imagination for me is probably one of the most fullfilling parts of being a digital sculptor, there's nothing quite like creating something from scratch that people can identify with. In a world of 3d scans and overused basemesh's we want our sculpts to stand out from the crowd, have a presence and identity of their own. Whether you're sculpting a bust, a full character or a large scene, heads and faces are likely to be a strong focal point in your work. ![]() Unless you're from another planet and don't know where to look, our faces are our most important feature. How can you sculpt unique looking faces with a sense of presence? Here are my own tips to help you make your head sculpts even better… ![]()
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