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.
There are no riggers here, be naughty and don't put them straight
Some quality sound bytes here
My brother always says that this stuff looks creepy. I know what he means.
Chop chop chop away at my heart! https://www.youtube.com/watch?v=-Y8Yu1zX_NA
Rated R for retopo
Oh god, chop chop all over
=O
QUESTION : do u have any tips for the forarm retopo ( supination and pronation r so special moves )
AHHHHH! (Again.)
Don't look, Omar.