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.
He has been doing this for a while lol
You mean he wears them with style?
Man those clothes look good
QUESTION: Did you use the standard sculpting brushes or custom ones?
Zacharias Reinhardt has a great video on fixing holes in the geometry. https://www.youtube.com/watch?v=DAdYQ4xpNo0
I've been practicing blocking out with primitives, and pushing and pulling the verts with prop. editing, then joining all of the separate peices and sculpting from that!
Yes, it's quite annoyingly finicky....
In spanish it sounds like the song says "Is it reebok or nike?"
QUESTION: How would you fix any holes in the skin modifier when marking different roots doesn't work?
im glad you fixed the shoulder. that always through me off. I love what you did with this.