• Marjolein (valandrath)

    bye Char

  • Jere Haapaharju(swikni)

    See you Char

  • Jake Korosi(jakeblended)

    Have a good one Char

  • Char Hunter(Char)

    Goodday everyone, work calls. Thanks Kent for the great class questions and answers as usual. Happy sculpting all!! :-)

  • s
    Mateusz Baranowski(stormhussar)

    Question (which always bothered me): Sculpt 1 solid mesh, or divide sculpture into parts?

  • William Miller(williamatics)

    Why not bake the sculpted details?

  • z
    Zach Zellman(zachzellman)

    That image you were pumped about used hair cards!!

  • Matthew Ullrey(ullreym)

    QUESTION: Would you go back and sculpt micro details after the retopology or do that before the retopo?

  • m
    malhomsi

    when doing retopo

  • William Miller(williamatics)

    Oh yes; I love realism!

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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