This event is part of the March 2018 Class, "Creating Stylized Characters with Blender".
This week centers around the strategy of being a character artist. It's not all fun and digital play-dough. Sculpting is one thing; character *modeling* is another thing.
At this point a decision needs to be made about our character sculptures: A) Leave it as a sculpture or B) optimize it for ‘production’. Leaving it as a sculpture means it’s a static sculpture that can be painted, rendered, or 3D printed but not animated. Optimizing it for production means you turn your sculpture into a model that’s easiest to work with up to and including animation. If you opt for optimization, this week is mostly a technical and problem-solving task. We need to both retopologize our mesh and also neutralize it if the sculpt is posed.
wrist rotation
I think it's joints movement
Twisting of the bones in the forearm.
It's a really interesting process
Oooh Zach, I think you've just open a whole new way of things
dont worry ! that s good ;)
I was curious about how to neutralize, this is great to see
STATEMENT: Looking at it is fine! It's like you're subconsciously trying to look us in the eyes lol
I love seeing artists solve this kind of problems
Sorry, I had to say that. I'm the chief of the grammar police.