I want to try this
here’s what im going to do- http://www.we-r-here.com/traveling_lens/photos/europe/louvre_sculpture_paris.htm
I’m going to use Blender for this
I want to try this
here’s what im going to do- http://www.we-r-here.com/traveling_lens/photos/europe/louvre_sculpture_paris.htm
I’m going to use Blender for this
good luck 
The real challenge is going to be the face area especially hair. But I am not sure if Blender would be the best choice because this is pure sculpture job. Try giving Modo a test spin.
thanks far, i’ll look into that
alright, so i’ve been working on this ALL weekend and so far i have the base mesh of the head
this is just a base model, i’ll sculpt in some detail in those hair clumps later
I’m going to be tryin to do this contest over at cgsociety,
the topic is something from the louvre.
I’m going to model this guy:
Nice statue you’ve chosen! I also will have some work to do with bearded and funky hairs :] Keep this going!
i tried sculpting some detail into his hair, i still need to do the beard…ill do that tommorow maybe
I’d seriously recommend blocking out the rest of the model before getting into details such as the hair. It will only distract you while you do the rest of it and if you ever have to change the hair to match better with the rest of the model, it will be a lot easier and quicker if you havent detailed it yet.
actually i kinda already do that
each of those hair ‘clumps’ is a seperate mesh, and in blender i can move individual meshes from layer to layer or i can hide/unhide them quickly.
and, the hair pieces have multires on them so i can lower the resolution back to the pre-sculpted mesh if i need to make any major changes
Do you have the rest of the model blocked out yet? I think it would be a good idea for the sake of critiques to have the whole base down first, too. If you get a critique on a more global change but you’re already on fine details it may be harder to go back and make those changes. Even with that multi res thing in Blender you’re talking about.
Because what I suggest, seeing how the hair is all one solid piece anyway is that you sculpt the hair from one piece of geometry. It might looks less separated. I’m not totally sure what looks off about it to me.
That and I personally just find it easier to get everything to the same level, detail wise. It helps me understand how far the whole model is coming along, not just sections of it. Personal preference, though. Look forward to seeing where you take this model. Luck!
no, dont have the entire thing blocked yet - its just not my meathod, i work piece by piece
anyway, i didnt have much time over last weekend to work on it so heres what i have so far
(i have the arm seperate because its going to be covered by cloth)
so, ill start the cloth next, any tips/techniques on how to do that kind of foldy cloth would be really appriciated!
I find it strange that you model the arm seperate because it’s going to be covered by cloth. I don’t see any reason why it should be a seperate model. From my experience I would block a rough low-poly model out of a box (if necessary with a spherify modifier to finally shape it well). Just SubD Modeling. Then build it up with more and more detail.
But you already have your arm-model, so I think you can then attach and weld the 2 parts into one model. Just make sure that your vertexes are aligned. I have never done that myself, but one of my friends did that with his humanmodel.
well i just kept the arm seperate because i didnt want to spend too much time on something that wouldnt be seen
ok so heres the last of the main modeling, its going to mostly be sculpt from here on
EDIT
i sculpted some
The model looks nice but for some reason I get a other feeling when I compare your model with the real stuff. I think that the real sculp has more volume. Mayby do some adjustments. Mayby a other texture and a render in a other view could do the trick. I don’t know. Just experiment with it! Give it a try.
For the rest, the detail looks fine and the model looks great for a still.

Wireframe: http://speedmodeling.org/smcfiles/Jeepster%5B%5D_wf5.jpg
All modeling and sculpting done with Blender3D, the vines were created with Ivy Generator.
Color fixes/adjustments were done with Photoshop
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