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I personally find it easier to start with many separate objects for the base mesh (neck, head, shoulders, trunk, hips, thigh, etc.). But everyone has their own workflow that works for them and they all think their way is the only correct way lol. You can take a million different approaches depending on your style and skill and that's the beauty of blender. Looks great man, keep it up!
I spent years drawing and studying anatomy, doing many thousands of sketches, and I still get a few things wrong. I'm really looking forward to fully being able to sculpt in VR in blender.
I use shapelab to sculpt in VR. There isnt as many tools but I've been able to make some great stuff with it, and you can always edit the model further by importing it into blender
It's also so so so important to make your base mesh do half the sculpting work for you already. The skin modifier is great for that and gives you great topology + a free armature.
Great information! I didn’t know about the Dyntopo. Tip for Mac users: you can use your iPad (recent models) and an Apple Pencil to use your iPad as a second screen and move Blender to it, to sculpt with the pen on your iPad.
I think you totally missed the "block out that shit" part. You know, where you make your base mesh at least relatively the same size and shape as what you want to sculpt, saves a lot of time and makes a lot of things easier.
sculping is always so scary for me. Most of the time i just use modle a base mesh with quads and then use the multires modifire. When I do it with Dyntopo it always turnes out like nightmare fule lol
Not sure if you've been bombarded with this question...but, When you're sculpting and using dynamic topology do you use Relative or Constant Detail? If Constant, What Detail Setting?
Haha great question it really depends I guess. Sculpting isn't really what I do most of the time but I know some guys that absolutely love it. It's a really cool art and I guess it's enjoyable but to me it's a little bit tedious sometimes :)
@@kaigorodaki Oh man I love destruction simulations. Idk why it's just so satisfying to play around with! I guess it's kinda like when kids build towers and kick them down for fun hahah!
We usually do what's called a retopology afterward, so the resolution of the mesh during sculpting doesn't really matter, as long as your computer can handle it :) Otherwise, great advice!
@@AlbinThorburn it will work for hobbyist stuff, while the right way should be to create a Camera with same focal length and sensor size as the Reference picture taken, import that image into Camera's image plane and then try to match your model
@@AlbinThorburn isn't that the point, people look it up on RU-vid to learn things to become the professional one day. and they will only achieve it on time with right knowledge given.