Here’s a WIP shot of a guy I call “The broker.” Imagine him as a floormonger on some sci-fi commodities trading market. The final design will have red LED stock-tickers and news bulletins scrolling along his belt and shoulder apparati.
My modeling approach with this dude has been experimental and strange. Many methods exist for “sketching” a sculpt in 3D. Dynamic topology, Zspheres, Blender’s skin modifier. But all of these require under-the-hood nurturing that, in my opinion, makes you lose the effortless quickness that you can have with drawing by hand.
When you’re drawing in that way, a favorite technique is to just use big abstract circles and lines of action to represent a head, a muscle, a torso. Where is the equivalency in 3D? Here’s the modifier stack I came up with.
From here, you can just Shrinkwrap clothes onto the character, then begin retopology modeling what you actually want. I got something that felt really alive and stylish, and the model served as some baseline concept art.
Should I take this to sculpt first, then finish modeling? I don’t know. Instincts say yes, but I’m having fun with some old-fashioned modeling first, sculpt later pipeline.