Digital Sculpting with Kent Trammell
C01L01_sculpt-mode-overview
In Sculpting, you need to have a lot of vertices for the magic to happen. Consider using a subdivision surface modifier to create a suitable starting object.
Tip: Apply a selected modifier by hovering in the N-panel and using Ctrl+A
Brushes can be selected from the Tool menu (T) on the left or the N-Panel (N) on the right. Having them on both sides at once is redundant.
C01L02_sculpt-mode-settings
Radius (F) sets the size of the brush
The middle-mouse is to rotate the view. I need to know what the stylus equivalent is.
+/- Apply the brush (+) / Invert the brush (-)
Brush Settings
Automasking Topology - for meshes that have islands, this ensures that only the select island's vertices are moved. Example: Suzanne has separate eyeballs. When this option is selected the eyes don't get distorted when you sculpt the head mesh.
Front Faces Only - Key setting because a brush will deform hidden vertices. It's not good behaviour by default. Select this to ensure that the brush only moves the vertices on the side of the object facing you.
Other brush settings will be covered later (apparently).
Stroke
Another important setting is the option to stabilize stroke. This can take the shakes and involuntary movements for your inputs -- also helping the UI become less responsive?
Falloff Sets how the effect of a brush is reduced over distance.
Auto-symmetry is a useful tool for applying changes on multiple mesh sides.
In the symmetry menu is an option to Symmetrize. This lets you retrospectively apply changes across the three axes. Very useful. Somewhat hidden!
Dynotopo is an important tool for making areas of a mesh or less dense for applying different levels of detail. It will be covered in a later lesson.
First bash! Clay material from Sanctus |
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