Digital sculpting with no dynamic topology and no retopology will save your time and could be more fun.
All these models presented here were created in Blender 3d. They are the results of some techniques and methods of modeling and sculpting that do not use dynamic topology and, consequently, no retopology is needed. See also the animation here: https://skfb.ly/opz6N
They are only in the incipient, intermediate stage, without fine details, wrinkles, etc. before applying the material, textures, hair, eyebrows, etc.
By mixing the models created in this way, many other models can be created with a more or less different look and which can in turn constitute starting points for other sculptures and from which we can move on.
These methods and techniques of modeling and sculpture are combined in a fluid work process, the work can be organized and separated on successive levels that can be returned at any time. Something like working with Photoshop layers.
For example: you can sculpt the mouth on a separate level and you can create another level with another variant of the mouth. You can always choose between the two levels or create a mix between them and further adjust the result on another different level.
The actual work process is the subject of future videos and tutorial packages.
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