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.
I want to know how to model/sculpt it, not retopologize it.
Question : what about hair ? a solid piece of mesh or hair cards .?
I don't have the sculptor's toolbox, but it looks really good.
QUESTION: working on a studio, is there a dedicated person only for doing retopology? or does the artist that sculpts does his own retopo
hey Cody
"Sick" is slang. I don't like slang.
kinda like your sculpt tools too.
I'm late but im here
What about BSurfaces? That's built into the Blender addons.
English language quirk noted