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 don't do animations because I have trouble managing their files. Wait, there's this cool effect I want to make. *Goes in to Blender and plays with physics simulations*
Let our powers combine!
Captain Planet and Kent have granted us the power!
That has happened to me lately, I'm enjoying technical stuff, retopo and UVing
It wasn't random because you intelligently thought of it.
RANDOM QUESTION: What projects did you work on at ReelFX?
Perfect! I'm very technical and logical, so I love things such as UV unwrapping, compositing, and rigging.
Depends on preference.
QUESTION - Would you propose use RetopoFlow add-on, how much would be faster to complete the exercise?
1. No
2. At the moment, I just want to sculpt them.