I don't post too many timelapses here, but I enjoyed Baptiste's technique for adding sharp details to his sculpt.
Baptiste Ghesquiere writes:
Hello everybody,
As some of you may know I've been sculpting cars in Blender for a while now. I've recently made small timelapse of my workflow. I start of with metaballs ( they have so much power ;-)). Then I remesh it to blocks with the remesh modifier. A soft flatten brush makes my mesh ready to go.
I do the panels with a Sculptdraw brush, setting the curve to a pinch ( 4th on the right ), and the detail of the dynotopo to 2px. I use curve as stroke, so i can get really nice "cuts" in the model.
I am also working on a series of tutorials on my workflow. Feel free to visit my website. I post in English and Dutch. Maybe I'll add some French too ;-).
Enjoy :-)
10 Comments
I love Time lapse videos. And this is no exception to that rule. Post more. I DEMAND IT!!!
Or ask very politely.
Glad to hear it! If you see good material, could you invite the artists to submit them to BlenderNation?
Amazing i suppose he works in a car company ?.
i never seen that tool with which he used to make lines on the car (it started when he did the wheels that way, and later doors. what is that?.
It is stroke method called curve. It is present in the sculpt tool shelf for all brushes. For wheel he used curve in the pinch brush. For lines I believe he used draw brush with very small size and subtract.
I find it a little weird that he doesn't use a mirror modifier. Isn't that possible with sculpting?
You don't require mirror modifier for sculpting. There is an option called symmetry in the sculpt tool shelf. It is limited compared to mirror modifier. But is enough for any practical use.
I can tell you that the technique is awesome. However cons there be, right? Just like vertices number should be higher than normal hard surface modelling. Am I right, or?
He could use the Shrinkwrap modifier for retopology.
Just like with any Dynamic Topology sculpting, you need to retopologize the model before it can be used. So, in the end, it will have roughly the same poly count as if it was modeled using box modeling techniques.
Pretty unique workflow. I've definitely never seen someone effectively use metaballs to model.
I also didn't know about that stroke tool, which seems like a dream for hard surface detailing.
Some commentary would have been sweet though, even if it was just closed captioned. There seems to be a lot of subtle nuggets in the video where a little text or voice would go a long way.