Sculptris tutorial portugues2/29/2024 ![]() It is like designing huge robots(a la Mechs of battletech). And basing fantasy concepts on realistic reference helps with this. And it is indeed true that no matter how "fantasy" something is, it still should be somewhat believable/explainable, even on its own terms. I think I was misunderstood because of how I accentuated the fact that things that don't actually exist in life are hard to model based off of reference pictures without that in between of concept art. Blender is the only free choice that really compares with paid software, despite the quirks you have to deal with.Ĭlick to expand.On the contrary, I'm just stating that since I can't draw, I do like the good artist does using real references, except I skip the drawing part and go straight to the modelling. I have used a little program called "Alchemy" with coming up with some simple things for example for top-down enemies, or even frontal views of things, but this is still not good for concepts, rather just to get some shapes drawn out.Ībout the software, I still think Blender is worth it, unless you have the money for other software. So, being able to draw is great so you can make your own reference images. But if you want something completely original for a game project, you are going to have trouble, except for that you can base your original idea off of references combined with some originality, which is what I do since I can't draw. ![]() You can easily grab some reference images, and you can usually find them at the angles you want. My problem, due to lack of being able to draw, is coming up with unique concepts. I can't draw much, but I've learned somewhat to model. I'm going to lump modelling and sculpting into the same topic, though they aren't exactly the same, since the question could apply to both. Mudbox isn't the best tool for posing a figure - Zbrush really has the best posing tools out of all the sculpting packages. And you might want to use a different tool - I believe there is an extrude tool which works like your wanting.Īlso - don't forget - you can sculpt the shape into the surface - that same shape could be cut out of the sphere shape.īut I'd suggest maybe working from a lowpoly model, importing it in to get the base shapes down. The way your working - above in the screen shots - you'd need to add another layer of sub division to extrude more. Most modelers - when dealing with low poly either start off with a cube/box/cylinder.īut for a head sculpt I think a sphere would be a fine starting point. Starting with a sphere really isn't the best approach - even though it's what most of the sculpting packages have by default. Last I used Mudbox they had a default human shape which was a good starting point for most anything humanoid. And let's go ahead and open that as well.Click to expand.Most people import a base mesh into a sculpting package or start with one of the default meshes. Let's expand the geometry tab here on the right, and let's go ahead and find the DynaMesh subtab. And here's where DynaMesh comes in handy. ![]() And as you can see, the polygons will get stretched significantly. And I'm going to go ahead and pull this section of polygon out the sphere. And if we take the move brush for instance, and let's go ahead and tweak the brush size a bit. I'm also going to enable PolyFrame because this mode is probably the easiest way to demonstrate how DynaMesh and the Sculptris Pro features work. ![]() I'm going to load a sphere from the tool palette and just click on the Make PolyMesh 3D button app here. We'll start with DynaMesh and Sculptris Pro. However, in this chapter, we'll do a quick recap of the tools and the features that we'll be using later on. Throughout this course, I will assume that you have some basic knowledge of ZBrush and that you know how to navigate the UI.
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