https://preview.redd.it/pph63jia16uh1.png?width=2560&format=png&auto=webp&s=0ab5cdeb2a1556077aedd2ebe5d259c488a14f0b https://preview.redd.it/glu4piia16uh1.png?width=2560&format=png&auto=webp&s=8ae3097ca9ad11e0de660954d3d240f59ce70697 https://preview.redd.it/51h3siia16uh1.png?width=1920&format=png&auto=webp&s=c5befc0301994be4b339955e2f91b0cc6c7abb75 https://preview.redd.it/oak3miia16uh1.png?width=1920&format=png&auto=webp&s=cdba02029a6a1834643fa9a8a410f6a90ba74ec2 https://preview.redd.it/8yl48nia16uh1.png?width=1920&format=png&auto=webp&s=c081f0907c2a4f3bccc6bcad934084b014780a35 https://preview.redd.it/v8d0giia16uh1.png?width=1920&format=png&auto=webp&s=fb9f9d1077e2beb85feca36799b00f6d783ac133 https://preview.redd.it/qje25jia16uh1.png?width=1920&format=png&auto=webp&s=904f46c47a7182f30ee92fd27e49df0df9d55b23 Hi everyone. The last couple of days I've been working in creating this woman in armor. I want to print it in resin and wanted to go trough the process it took for me to create this model. Both so that I might get help and tips on what to improve and maybe give some information to others trying a similar sculpt. Everything was made in blender but some techniques may work in other programs as well. I started with the a realistic woman human base mesh and a metarig from the rigify add-on to get a woman model I could pose. After that came making the armor and after looking at a lot of different tutorials I mainly went with this one from Grant Abbitt. The workflow was easy and his workflow is what I used for the breastplate, shoulder-plates, tassets (hip-plates), bracer and neck-protector. For the greaves and poleyn (knee protectors) I used the technique shown in the start of Baril3Ds video. For inspiration I also looked at a timelapse by Flycat. The shield and halberd was made in a similar workflow as the most of the armor with a basic shape in lowpoly and and then use the multiresolution modifier to add details. For the halberd to lower the amount of faces somewhat I made a copy of just the bladed part and skinwrapped it to the halberd and used the multiresolution modifier on the new object. This way the handle didn't need to be subdivided into thousand of faces while I could still get very fine details on the blade. For the chainmail I used the workflow in this video by Thimble. I duplicated the parts of the body seen between the pieces of the armor, subdivided them once and then made every vertices display a simple chain link. For the chainmail covering the hip area I duplicated that part of the body and then had to a bit of topology editing to turn it from tight pants into a skirt. IF anyone have a different workflow for creating chainmail I would love to hear it. This way was easy and according to me looked very good but creates a lot of topology for blender to keep track of. The hair is made after the instructions of Kenny Praise. This is one of the details that I feel I really have to practice on. The final hairstyle is the third one I tried with two big blocks for most of it and the strand in front of the head made curves according to the technique showed by ItsPaulTodd in this video. For the shoes I can't find the video I followed. They are created by using the mirror modifier and subdivision modifier on a vertex that I extruded around the foot to get a rough shoe shape. I then used the same workflow as for the greaves to get the shape right and then added the stitches by duplicating a line along the shoe, turning it into a curve and the use and array modifier on on stitch to go along the curve. For the bowtie at the side I got a knotted curve from the extra curve objects add on and just beveled it to give it some mass. The face is for me the weakest part right now and something I intend to work a bit more on. I tried to give her an angry look but it also became very stiff. If anyone have any good tips or a good video for getting better at faces that would be very appreciated. When it later came to posing the model with all her equipment i started with this video from MojoGameDev to parent all the pieces to different bones and make everything movable with the rig. This worked well for the most part but some pieces would not cooperate. The chainmail I had to redo in the new pose and the skirt underneath also had to be moved afterwards by hand. Lastly for details on both the armor, shield and weapons I had access to VKGameDev sculpting brushes. Even tough they aren't necessary for a sculpt I find that they usually help quite a bit and give a good amount of variation of brushes to go trough to find the one that works for me. If you have any question or critique on what to improve I would love to hear them. How do you make sure the model you make will be optimized for printing and avoid creating to many holes in it with all the different parts? My main goal right know is to improve my own sculpting and for that I need all of your wisdom!   submitted by   /u/StarCatPrints [link]   [comments]