Just a very quick (and very late!) update for day 58. I’m putting a lot of focus on sculpt practice here toward the end of the challenge, at least with the time I’m not spending working on the Game Jam.
As a result, today’s practice was another attempt at a full human figure, one of the harder subjects, at least with my still currently shaky understanding of anatomy. But I’m practicing new techniques. I decided to try out building a more solid base mesh for sculpting this time, while still using the pre-supplied rig for proportions. The general plan seemed sound, but I built it out using a variety of different shapes, planning to just merge them together with the boolean tools since I already knew I’d be adding dynamic topology, so I didn’t need to worry too much about the odd topology you usually get from those.
At first everything seemed to be going really well, I had a vaguely human shaped mesh, all ready for sculpting, and got to work. I had no problems at all getting the basic shapes down for the feet and legs, smoothed out the connections between the legs, hips, and torso, but then I got to the shoulders and everything fell apart fast. Apparently the boolean tools, in combination with my original shaping methods, had left a bunch of interior faces and unconnected vertices. Basically the entire thing was a whole huge mess that took forever to get cleaned up.
I feel like the method could work out with a bit of practice, and might end up being faster than some of the other things I’ve done. Someday. But not today. I did end up with a decent if super-low detail starting point for tomorrow. So that’s something.