For a completely original drawing, my process is:
1. Make a simplistic 3d base mesh containing the largest forms of the subject (without modeling in small details), the most important aspect is just to get the scale of my character's general bodily proportions right.
2. Rig my base mesh with a simplistic rigging script and pose the model for the composition.
3. Light my model using the 3d program's lighting tools to have a general idea of what the values will be on my subject.
4. Paint on-top of the model just to block out the form of my subject using the lighting as a guide for values.
5. Using photo reference, anatomy books, other drawing books as reference (Loomis Head and Hands for faces/hands, Vilppu/Finch for anatomy): I construct finer details such as individual hooks/curves in muscles, the face, ear relief, and so on. These are expected to not be exactly mathematically accurate but the end-result still comes out pretty convincing.
6. I finish rendering out my subject with polish-y details such as specular highlights, edge-lights, or other stylish hyper-real rendering (paintbrush strokes) etc.
I don't like constructing human forms without using a 3d model. Correct perspective and anatomical proportions are requirement for my work. I've taken some figure drawing courses and I've gone over the "How to Draw" book from Scott Robertson on constructing original forms from scratch using grids and mechanical perspective. I found using grids and mechanical perspective simply ended up taking more time than just using a 3d model and ended up with exactly the same result.
Is there a better way to do what I'm doing?
Krenz Cushart
Pretty much is the best way. Look at his tutorials and he also has some stream video.
>>2755852
Make a 3D model or sculpt each time I make a drawing, lol fuck that shit. Might as well just make and use the 3D models at that point.
That process might work if you are doing tons of drawings of the same character, buy in the end it's way better and effective to master the fundies and use it to consistently draw the same character.
>>2755852
It's ok OP, even Robertson in his "How to Render" that he made after "How to Draw" basically says "fuck it, do 3D model and paintover".
Hell, if you have a bit of time, see how many hacks he makes:
https://www.youtube.com/watch?v=diMDoFkN73s
He basically says how he made some designs of alien faces from paintover over onion photos etc. Also how he creates different designs for shoes and sf merc uniforms just with sliders and how it all renders without him.
Oh and here he explains how he basically buys a set of 3D shapes, pastes them randomly in modo, sets lighting and bam! - he has sf cityscape he can paint over:
https://www.youtube.com/watch?v=OuH3LZs9rwI
grab a pic of character, grab a pencil, brain sorts out the rest. no need to make things too complex.
when a want to make a 3d model I use one of my drawings as a concept, but I don't use 3d models when I want to draw. modeling, rigging,skinning, posing, lighting, can consume a lot of time. is no worth the time for just one drawing.
>>2755911
Oh and one of the most perfidious things from the beginning: he doesn't want to draw complex shadow of a bike, so he prints the drawing, cuts it out, sticks to the foam, stages lighting, takes a photo, overlay, the end.
/ic/ would kill you if you'd work like that.
>>2755922
>/ic/ would kill you if you'd work like that.
But that's how you get work done though. That sort of technique is used all over the place in professional jobs. I guess /ic/ should be ignored when it comes to actually getting work done?
>>2755852
You should just use DesignDoll and/or Daz Studio, it's much much faster that way
And if you really want to add clothes, use Marvelous Designer + ZBrush
>>2756417
>I guess /ic/ should be ignored when it comes to actually getting work done?
Yes.
>>2755922
/ic/ would kill you because there would be nothing to critique. If you're not trying to improve your fundamental skills then obviously anything is permitted, "there are no rules only tools" etc.