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Hand sculpting timelapse

3

Jean Da Costa writes:

Hello there, I was just attempting to sculpt a hand in blender, probably with a bit more practice I can dominate. Still trying to get more skilled.

I made a timelapse to show my process, I hope you like.

About the Author

Jean Costa

I am a python programmer and character artist/Rigger who loves blender because of it's flexibility and expansibility.

3 Comments

  1. How would you bring this detail into a reasonable poly count with displacement, occlusion, and normal maps? Does it have to be UV unwrapped well? I've often thought Tessellation could also allow for proximity-based detail, allowing the whole character to be in the scene, but with more specific details as the camera gets closer.

    • If you're going to bake any textures onto a model, you need to UV it, or UDIM if possible (Blender doesn't do UDIMS yet, but having multiple UV maps makes it possible to achieve the same thing).

      If by tesselation you mean adaptive subdivision, Blender implements this as an experimental feature with the subdivision surface modifier (which also supports OpenSubdiv) and the Cycles Render Engine. Although, it subdivides the entire mesh, not just the part that's close to the camera.

  2. That was amazing! How did you create the mesh from the envelopes. I could not find that button and also I could not read the tabs along the side because of the quality of the video. Did you write a special add on?

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