• m
    malhomsi

    wrist rotation

  • lhumungus

    I think it's joints movement

  • Matthew Ullrey(ullreym)

    Twisting of the bones in the forearm.

  • Jack (jack07)

    It's a really interesting process

  • Omar Domenech(dostovel)

    Oooh Zach, I think you've just open a whole new way of things

  • m
    malhomsi

    dont worry ! that s good ;)

  • Omar Domenech(dostovel)

    I was curious about how to neutralize, this is great to see

  • z
    Zach Zellman(zachzellman)

    STATEMENT: Looking at it is fine! It's like you're subconsciously trying to look us in the eyes lol

  • Michal Zisman(michalzisman)

    I love seeing artists solve this kind of problems

  • William Miller(williamatics)

    Sorry, I had to say that. I'm the chief of the grammar police.

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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.

Classes Modeling