First sculpt

Here’s my first Nomad sculpt. Years ago I played with sculptris but was distracted by other art projects. When I came across this on my Ipad I couldn’t resist.
I’m pleased enough with this as a start. It was definitely a learning experience—-I totally did not understand polygons and bounced from voxel remesh to dyntopo so often i had to keep redoing the details every time. I’m still befuddled by multires. This Bigfoot fellow wound up with over 2 million polygons. But reading posts here has been helpful, so thank you all for that.
I messed up proportions pretty badly…arms and legs dimensions don’t match their counterparts. And the fur is kind of a mess. But all in all I’m happy as a first attempt and plan to start over from scratch and build it again because I’m pleased with the character.
My goal is to keep at it until I get used to the interface and technical aspects. I’m very interested in eventually getting something printed. Thank you again to those who post to this forum.


Awesome work, well done. Multiresolution keeps a heirarchy of different resolutions of the sculpt, it allows for easy swap between low to high. The reason you would go to low res, is to make large adjustments to the model (the more surface area a singly poly uses up, the more of the model is affected at once when you manipulate it) - basically, if you spent a lot of time doing surface detail at high resolution, then realise suddenly you need to make a major change, you can make the changes at the lower resolution easily, without affecting anything you did at a higher scale - then when happy, you can just resume where you were. Bit tired forgive the long explanation, could probably be summarised easier, hopefully it helps with understanding.


Awesome first sculpt! Nailed the classic bigfoot walk of Patty!! love the facial expression, and not to even mention the behind! :rofl:

Would like to see what you can produce when you are more familiar with all the tools!

Sensational butt :joy: :laughing:
A very fun sculpt and a tremendous start!

Great start!

I would recommend using separate meshes for the teeth -
easier to control - better results.

Thank you. Yes, I understand the concept…its the practical application I’m unsure of. How to do it. Like in Multires what is reverse and subdivide, and delete higher and lower. Keep triangle, flat subdivision.

Beyond that I’ll say last night the advice you gave in another thread about Voxels kicked in for me and suddenly became clear. I think I got voxel and Dyntopo understood and can use them strategically rather than willy nilly. Thank you so much for the clear explanation.

The youtubes on this stuff are invaluable but many go so fast to cover so much info. Without a tech background a lot is missed, even when replayed repeatedly. I’m a professional artist who does most work on my Ipad. I know Procreate pretty well and within a very narrow area I’m a Ninja in Photoshop, but once out of my usual area I get lost quickly. Thank heaven for forums like this.

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Thanks very kindly Scully. I have lots of ideas for more but also plan to redo this one at some point to possibly make it printable. But that’s a whole other mountain to climb.

Thanks Gen. I did do teeth separately, but then voxel merged repeatedly, messing up the details. Appreciate the advice.

Thanks knacki. I assume you’re referring to my SCULPT’S butt!

You’re welcome. With Multires, Subdivisions are what enhance the model’s resolution (the wireframe) in incremental steps, hitting subdivide increases resolution - and begins building up the multiresolution hierarchy, the more you subdivide, the more detail. Reverse is there for mesh objects already with a set topology and you want to enable multiresolution from a lower starting point (otherwise subdivision will just enhance it further). Keep triangles, is for polygons - 2 triangles = 1 quad (face/polygon) - keeping triangles means it’ll keep triangular poly’s in the mesh instead of just quads - this is for several reasons usually for memory and lower resolution purposes. Flat Subdivisions - bit harder to explain without visuals, basically this hold the objects current shape after its been subdivided - example, if you reduce a sphere to only several faces, it will be pointy - regular subdivision will then add more and smooth it out, whereas flat subdivisions will keep the pointy shape and build polygons to maintain this particular shape. Finally, delete higher/lower is just to terminate a resolution in the multires hierarchy dependant if its an increment up or down. Example would when you’re satisfied with the models topology and you have no intention of reversing or increasing resolution, you can rid unwanted resolutions.

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Loving your sculpts. Hope you produce more. :+1:t2::slightly_smiling_face: