Forum Archive › [ENDED] BC1-1801 – January Class Homepage – Getting Started with 3D Modeling & Blender
That looks great! It has nice composition and shading, and I especially like the shapes of the mushrooms. They seem very organic. And kudos for working with thin surface and still managing to get nice details on the stump. That’s not easy to pull off. It shows that all the practice and experimenting paid off in the end. 🙂
I missed this one somehow! Excellent job with this submission. Top 3 Melvin of the week! Despite the unfished hand, the shape is very authentic to the art 👏
Primitives are solid with a tiny bit of bumpiness/wobbliness. And your head is off to a great start. Often starting heads (or any sculpture) is the hard part. But I can totally see this becoming an well-formed bust.
Despite the incompleteness of the sculptures, you clearly made the time to address each part of the assignment and with good effort. You earned an A this week!
BC1-1801 Week 3 Homework Submission
Here is my sculpt of Melvin, and below are the three original primitives in green for reference and my sculpts in red.
Here is the

cube from a sphere,
the cone from a sphere,

and the sphere from a cube.
BC1-1801 Week 3 Homework Submission
Sorry for the late submission but i had exams on university .
Here is the primitives sculpt : 
Here is my sculpt on melvin Melvin Sculpt
And finally here is my first sculpt ever after melvin , not so good but i tried my best .
BC1-1801 Week 4 Homework Submission
I was trying to incorporate modeling and sculpting into one scene. The bust is sculpted, everything else is modeled. I hope this meets the requirements. Thanks for a great class! I hope to see you all in March!

I think it’s great!
ALREADY?! Wow, great stuff. It totally meets the requirements. Glad to see you incorporated both modeling approaches in one scene. Good modeling happened here: It’s an A 👍
This is great @monaloren! Thanks so much for sharing.
If your Melvin sculpture is too dense for sculpting efficiently, I recommend decimating his model down to a more manageable density. Simply add a decimate modifier in object mode, set the value around 0.2 or 0.1 and wait for it to decimate. The modifier reduces mesh density while trying to maintain all the detail, prioritizing density where it’s needed and away from where it’s not needed. Once you get to a density you like, apply it and continue sculpting.
Nice work, @az93. Primitives are a skosh lumpy but good overall. On the spectrum of polished primitives, yours lean toward more polished 👍
Melvin’s looking pretty good too! His meta-shape is authentic and recognizable. Still some room for surface smoothing and polish. Commendable work though. Good stuff this week!
To be consistent I gotta give you a B for assignment completeness. Quality is an A though.
No worries @panagiotis156 it was arguably on-time-ish, down to the last second 😅
Another quadruped, nice! Grady did a fox earlier. The front legs are a little wonky in that image, especially noticeable on the screen-right front leg. Like it thickens toward the foot a bit. The back and muzzle are little square too…kinda nitpicking it though. Solid work for your choice sculpt ultimately!
And your primitives look good too. Slight lumpiness but edges are crisp and shapes clearly recognizable.
I’d say Melvin edges out in front as your strongest sculpt. Very authentic to the art. Only crit is that his body is a little flat from front to back. Looking from the front, he’s appropriately wide but looking from the side he’s a little on the thinner side.
Overall you’ve earned an A for the week. Good stuff!
Thanks to all for feedback. Great experience and really enjoyed the class!
First, I’ve got to say, fantastic work overall, especially for a first sculpt.
Here’s a few things where using references from multiple angles like @theluthier mentioned at the end of today’s live stream can really be helpful. It may be a little hard to tell some of these from just the one angle of your sculpt (or just using one angle in a reference) but here’s a few things about canines in particular but a a lot of these types of quadropeds in general.
First, with the front legs, image walking around on your hands and knees. Your elbows would be pointed back towards your body. The dog’s forelegs would operate in a similar manner. I think in my fox, I went the wrong direction on one of these bends which is one reason it came out looking wrong. (I was trying to think my way through it, and if I’d given myself more time, I probably would have figured this out and corrected it, but I was trying to keep that on inside 30 minutes on the sculpt, focusing on the overall above details because some things can still be easily fixed on it at this point.) I think yours seems like it might be going the right way, but something to keep an eye on if you want to push this further.
There were a couple of things with the head. Most dogs have an almost lazy S (like an S shape that doesn’t quite double back on itself is what I mean) shapes going form the head to the nose rather than straight lines, most notably from the top view to form the muzzle and from the side as well. On some dogs (like a Chihuahua), this is more pronounced from the “top” view, and some, like shepherds (like I think this one is) it’s less obvious from a top perspective. Take a look multiple pictures, and I think you might can see what I mean. (This shape on the head is common on most felines and canines in particular in some varying degree.)
And like Kent said, these points are a bit nit picking, but it’s little things like this that you want to learn to pay attention to in using references, both from pictures and ones you physically have access to, that can really help to push your work further.
Fantastic job here! My biggest recommendation is try using some multires sculpting on the pillows and cushions to soften them and give them a more realistic look. Check out some reference photos to see how they’re formed.
And just a note about scenes like this in general… One thing a lot of interior scenes in particular suffer with is that so many feel “stiff” and “stale” and almost like a “showroom” model because they lack certain details. It’s great that you have the sculpt, the plants, and the lamps, but think about who lives in this room. Are they married? Single? Have kids? What interests do they have? Hobbies? Do they like to read? If so, what kind of books or magazines? Are they neat and tidy or lazy and messy? All of these can help inform what kinds of things you might want to put into a room like this and will make the resulting scene more visually appealing and interesting.
Most importantly, add imperfection! Using multires to sculpt wrinkles will help, but so will changing the rotation of the tables (and anything that’s not a “perfect” circle that gets put on them) even by 1 to 5 degrees. Pull one or two of a stack or line of objects just slightly out of alignment — even for a “tidy” appearance. Remember, nothing in realitiy is “perfectly” placed, so adding these imperfections of placement and rotation go a long way to helping a scene feel more realistic.
What you have here is great, and is a great start! Keep pushing it, and you can turn it into something amazing!
Here’s a reference of one of my own dogs that shows what I mean with that “lazy S” shape, from as near a top as I could find that I had and from the side. Note that while it is near a pyramid shape when taken as a whole, it’s more like a stepped pyramid but with more rounded transitions. How sharp this transition is depends on the animal (cat, fox, dog, etc) and the breed (Chihuahua, shepherd, etc), but it is present. Bears have this too. Hoofed animals, like deer and horses, might have more of a straight from the top, but from the side, they still have it on the side view, though less distinct.

This is not my week 4 submission (I’m still working on that, and most likely will be through the weekend!)
I just wanted to post this as the finished sculpt of week 3’s homework. It’s still has rough edges and it would be nice to paint the Guardian to look like it does on the set, but that would take time I don’t have right now.
