Figured I'm hardly qualified for the "First Sculpts" thread any more and, tbh, I kinda like that being for first sculpts so I figured I might as well make my own sketchbook vanity thread like they seem to do everywhere else that 3d modelling and forums collide.
I'll post my crap in here. You guys can look at it and chuckle and hopefully start your own thread so's I don't feel like I'm the only attention whore in the place!
Thanks @FrozenPea A lot of jigsaw pieces fell into place for me watching that livestream. Enough that I feel like I'm now ready to start exploring fine detail, creases and wrinkles and whatnot. Seems to make a massive difference when you start breaking up those smooth primary and secondary forms.
Another thing that struck me was how Gio set the specular half way up on his material. I've been turning it all the way down for sculpting cos it was confusing me, then tweaking it up at the end when painting and getting sketchy as hell results most of the time. This way actually makes it much clearer now that I've sussed out how it works. Like designing the surface, around how the light bounces off it instead of independently then trying to make it all fit at the end.
The dwarf looks amazing! I missed that stream they had on Thursday. I like the results you're getting from cycles. Any chance can you briefly share your work flow for bringing Medium sculpts into Blender for Cycles rendering?
@chuckleone I have a pretty straightforward pipeline from medium to blender.
1) export from Medium. Preserve layers by hiding them all and then making them visible one at a time and export each
2) for each layer exported rename the [your sculpt].obj file to something more appropriate (sculpt.head, sculpt.beard, etc...) You need to rename between exports otherwise medium will overwrite [your sculpt].obj with the last layer you export
3) drag all the .obj's into meshlab, select each one individually and apply filters->cleaning and repairing->merge close vertices then File->export mesh as Choose Collada .dae
4) import into blender and turn on cycles render. For each object add a new material then from the nodes menu Add->Input->Vertex Colors->shape0-lib-vcolor and hook that up to the input on your BSDF
That'll give you base materials with the vertex colour hooked up. After that you're on your own, I'm pretty clueless with blender 🙂