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.
[Crowd cheering]
Fireworks!
i was forced to decimate a lot i lost some details
Hello class and Kent ;)
If I wanted some feedback on my sculpt's progress, would uploading a sketchfab viewer thingy be the best way, or should I post some screenshots?
I gave Wes that suggestion
Being able to look at your model in 3D was really educational! :P
I was thinking Baker is a bit underused, he should appear from time to time like the Toasty dude from Mortal Kombat
Glad to help mmalhomsi !
thank u for ur answer yesterday Jack :)