Hey I have sculpted two posed quite realistic figures, this is how I do it, I start with a sphere extrude the body from it head etc. Increase the dynamesh and add a few more detailed points to the model. Then I pose it still in dynamesh mode because I find z remeshing the figure and posing it often breaks the model too much.
So I put the figure in a good pose, Head, body and hair seperate. Start working assymetrically and then when the entire model is about 1.2 million polygons high. I come to a point where I want to add really fine details or slightly adjust the proportions of something and it overwhelms me, I WANT TO USE A SUBDIVIDED MESH INSTEAD. Sooo I guess I’ll have to project the detail from the dynamesh back onto a low polygon version of the dynamesh.
I make a copy of the body and face that at this point has to be merged with the body because it’s too late after you start subdividing the model. I do the projection work and about at 1.6 million polygons it looks like the original model…almost. Because the z remesher didn’t do a very well job getting the symmetry of the assymetrical model very well. So on the face for instance the area around the eyelids look funky as do other parts of the model.
To be honest the dynameshed model looks better but is far too hard to add super tiny details to. Is there any good workflow for making realistic and start working at them from a posed position? I guess good topology is crucial but I hate retopo work, the z rememsher doesn’t do a great job with it and going into an external program for something that is not a game model pisses me off. Is there any solution to this other than to make super perfect topology low polygon models to pose before doing the sculpting?
In an ideal world I’d like to go from, sphere > Rough human figure > Put into a pose > turn into a nice subdivided model to work with. But the symmetry of the human body while posed breaks, or it did for me anyway. Seems clunky, some good tips for dealing with this? It’s sort of a huge bump in the road when it comes to digital sculpting.