Difference between revisions of "CharacterSculpting"

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== Hard-Surface Sculpting ==
 
== Hard-Surface Sculpting ==
Most mechanical modeling is done with [[Subdivision Surface Modeling]] but digital sculpting apps can also be used for mechanical work.
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Most mechanical modeling is done with [[Subdivision Surface Modeling]] but digital sculpting apps can also be used for mechanical work. [http://www.polycount.com/forum/showpost.php?p=1681271&postcount=46 A great post the explains why sub-d is better].
  
 
* [[Image:CharacterSculpting$sculpt_cardwellmudboxhardsurfaces.png]] <<BR>> [http://www.youtube.com/watch?v=126YvIpwXHQ Mudbox - Hardsurface Forms - Freestyle] - by ''[http://ca.linkedin.com/pub/dave-cardwell/1/318/b0b Dave Cardwell]''<<BR>>In-depth video tutorial with voice-over.<<BR>><<BR>>
 
* [[Image:CharacterSculpting$sculpt_cardwellmudboxhardsurfaces.png]] <<BR>> [http://www.youtube.com/watch?v=126YvIpwXHQ Mudbox - Hardsurface Forms - Freestyle] - by ''[http://ca.linkedin.com/pub/dave-cardwell/1/318/b0b Dave Cardwell]''<<BR>>In-depth video tutorial with voice-over.<<BR>><<BR>>

Revision as of 11:43, 18 December 2012

Character Sculpting

Character sculpting is the process of creating a high-resolution 3D model with a series of painting strokes, using a pressure-sensitive tablet or screen. Usually the details from these models are baked into a NormalMap for a lower-resolution in-game model.


Sculpting Tutorials

These tutorials cover hard-to-find subject matter, or they offer in-depth explanations of reasoning and technique. If you're looking for music-only timelapse head sculpt videos, they're widely available elsewhere.

Hard-Surface Sculpting

Most mechanical modeling is done with Subdivision Surface Modeling but digital sculpting apps can also be used for mechanical work. A great post the explains why sub-d is better.

Hard edge - highpoly - a Polycount thread <
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