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.
bye Char
See you Char
Have a good one Char
Goodday everyone, work calls. Thanks Kent for the great class questions and answers as usual. Happy sculpting all!! :-)
Question (which always bothered me): Sculpt 1 solid mesh, or divide sculpture into parts?
Why not bake the sculpted details?
That image you were pumped about used hair cards!!
QUESTION: Would you go back and sculpt micro details after the retopology or do that before the retopo?
when doing retopo
Oh yes; I love realism!