🦶 In this tutorial, we learn how to sculpt the feet of a character using reference images.
🦶 The process involves masking, splitting, and sculpting the feet separately, adjusting them to match the reference, adding toes, refining the shape, and sculpting muscles.
🦶 The tutorial covers various techniques and tools used in foot sculpting.
Continuing on our previous model we’re going to mask the feet and turn them into their own polygroup.
Isolate the group and mask it, then split them into their own subtool by using the Split Masked Points option.
Hide the rest of the body and turn on the 3D reference so that we can adjust the feet a bit using the move brush.
We only need the left foot of our model since we can always mirror the foot once we are done.
Give the right foot its own polygroup and only isolate the left foot.
Once it’s isolated gi into Geometry, Modify Topology and click the Del Hidden button.
We’re only going to be left with the left foot.
Turn on the reference in the background and enable the See-through by moving down the slider.
From here we only want our foot visible so that we can adjust it from each angle according to the reference.
Using the other reference of the close-up of the top and side view of the foot we’ll continue working on the sculpt.
Zoom in the foot to fit the reference, mask the toes, and give them a different polygroup.
Using Del Hidden delete that polygroup.
After that DynaMesh the foot on a low resolution.
Append a sphere and DynaMesh it to a lower resolution.
Using the reference and Move brush make the form of the toe.
After you’ve made the toe hold down Ctrl while moving with the Gizmo tool to duplicate the toe and make the rest of the toes.
Use the Move brush to shape each toe and after you are done make sure each toe is merged into one subtool.
Merge the toes with the foot and DynaMesh it on a higher resolution so the toes don’t stick to each other.
If they still stick together in between, use the Move Topology brush (BMT) to move the merged parts inside the betweens of the toes and DynaMesh everything again.
Below the foot use ClayBuild up to fix the weird gaps in between the toes.
From the side reference start adding in clay where there are clear indications that there should be a bump there.
Zoom in on the first reference and adjust the foot from that angle using the Move brush.
Sculpt in the bumps using ClayBuild up and DamStandard.
Adjust the foot from the front view to make sure the form is still the same as you keep making changes.
Moving to the toes, make lines with DamStandard in between each toe and use the ClayBuild up brush to start making the bones and joints on the toes just like we did with the fingers on the hands.
Use a lot of clay and make very noticeable bumps where the joints are, occasionally DynaMesh on a higher resolution and smooth out the clay.
For the fingernails, we’ll do the same thing on the hands, with DamStandard draw out the nail then move it with the Move brush.
Add clay all around the nail.
Below the foot use DamStandard to draw out the skin folds and use CLayBuild up to build up volume in between the folds.
The red parts need to stick out while the blue parts need to be more hollow.
Using the DamStandard brush draw out where the bumps should be and add volume with ClayBuild up.
With the same brush make hollow areas on the foot, adding clay around the hollow part to blend it better with the rest of the foot.
For the back of the foot use DamStandard to draw out the lines where the bone is noticeably sticking out from the foot.
With Clay or ClayBuild up add more volume to the area.
For the bottom of the foot, draw out the pattern in the reference using DamStandard, and with ClayBuld up add clay inside the parts we’ve drawn out.
Make sure that you draw out the cushions on the toes.
After you’re done reveal the rest of the body and adjust the foot where there are no holes on the sculpt.
When everything is in place mirror the foot onto the opposite side.