You can see more details in my video or in other sources, but all this is not as difficult as it seems at first glance.īefore that, I created a set of brushes I will be working with. If you enter HD mode, then the details that were added earlier in this region will appear again. After exiting the mode, you will see the model as it was before adding the HD levels, however, all sculpt information will be stored in the Normal and Displace maps. In this region, the maximum number of polygons for sculpting is available. HD Geometry - is a sculpting mode where your model can be subdivided up to 1 billion polygons, but you will work in a specific region on the model. Here you need to ignore such facial features as eyes, nose, lips, and work exclusively on the shape and position of the bones. Therefore, you need to constantly compare all the elements with each other until you find the right balance between all the parts in terms of size, angles of inclination, position. This one is like a puzzle: as soon as you increase one element, another element immediately takes on a new look relative to the previous element. The main thing here is to catch the balance between all the elements. Like cheeks, bones around eyes, nose bones, jaw shape. Don’t fully rely on your eye, it may mislead you.Īfter you get the right head size, it’s time to work on more detailed areas – skull bones. You can then project it on you model and see where to add volume and where to reduce. If it’s difficult to spot the dimensions, you can make the task a little easier: outline the contour of the head (without hair, imagine head shape under hair mass) and measure the contour you get.
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