Udemy Course [Blender Character Creator for Video Games Design]
Hello everybody!
I’m making the orc more muscular, and then during sculpting I used these cool brushes from the sites Grant pointed out, which is really fun and gives these cool different effects on the mesh.
I would like to ask this questions:
1- In the Automatic Retopology 66 to 68 lessons, after using the remesh, to obtain a low-poly mesh, in my orc model, I have stalactites and stalagmites, stakes that I used in a brush, to give a certain appearance to one side of the character, where my doubt is do I have to remove these triangles, which even after smoothing, even if they are part of the mesh style in that region/side?
2- And on the front and back parts I had made some cavities like wounds, extruding into the mesh with the same brush.
I even went on to step 3 but now the way it is, I don’t know how to improve this mesh and reduce it, and also not lose details, also in the eyes I don’t know if I have to move it, when trying to move it in certain points the mesh goes all the way in, then I delete some faces and recreate…
If you can give me some guidance, sorry for the long text
Yes interesting this has cropped up twice relatively close in time, I wonder if it is a new bug in the latest Blender version?
Yes Resetting the brush cured it last time.
These parts are deliberate to the right of the character, I did it with one of the brushes, to look like ice or maybe coming out of a fungus, rock, coral, something from nature attached to the right side.
So, I believe I understand, but it kind of goes 3 questions
1- After this detail in the mesh, I have to smooth everything, and remove this detail in low poly, right, or not?
I can and should leave this pointy detail, like a stake I made to one side, as if it were consuming the character, like a power or something natural fungi, ice, rock, coral, kind of like this is the idea on one side really, or not because it’s a low poly mesh, I remove these details from the right edge and leave it similar if not smoother than the left side, and could it be asymmetrical at this stage?
2- Another point, would be, eyes and/or holes that were made need to be filled in, kind of like you have to do the hole plugging operation, there can’t be cavities, or large cavities, it has to be extremely smooth, because the shading can be affected later when baking from high to low in later lessons and the end result is not close to high poly?
3-Then I believe it is related to the indicated problem, solved that I read on the forum, so for the eyes for example or another point then, when pulling or extruding, if it keeps entering the mesh or going out absurdly, incorrectly, I redefine the brush, and try again?
In advance, thank you immensely @FedPete@NP5 for your time and attention, and for helping and responding
Depends on the details we are talking! If you are in the block model steps, then yes. Sculpt a bit. Remesh slightly (more verts to model), then smooth and sculpt. It s a repeated step. For which you need to get some practice in.
At the end you have enough verts to add tiny sharp edges (wrinkles, scars, etc). Smoothing them, will loose it’s shaprness. It can be, that those areas need more verts. If added, then smoothing can be needed. It all depends on the details. But remember the use of your model!
It has no use if you model toenail in details if the model wears shoes. Or, the face is not seen in close up when walking.
Try to keep the model in HIGH poly.
Then you make a low poly version. Only very specific parts will have more (local) poly details. Like eyes or mouths, they tend to be animated. Or a very deep scar, if you have close-up shots. It all depends on what you will do with the model. For this more expedience and practise. Do many small character projects.
There is no need for (only if you’re going to 3D print).
But having a ‘hole-less’ model improves model maintenance and low-poly creation.
You can decide to add less vertices.
It helps with painting and with posing, and animation. Because a hole can be seen when the face is animated with the eyes out of sync. It makes animation harder to do if you are inexperienced.
And yes, low poly need to be somewhat close. It’s one of the most common problems here at the course. But only because not all aspects of this process are explained in detail. This means self-study en practice.
Difficult to say. Sculpting is a hard thing to do! Properties of the brush (hardness, vertex density, scale, brush pixel size, etc). The kind of your brush (grayscale used, Alpha channel).
You can hide parts of the mesh, if you don’t need to influence them. Use vertex-groups, etc.
Remember, it’s probably your first sculpt. Then try to learn the process, and the steps to make something. Then do more projects and try to improve your skills in tiny steps. We all have projects in our minds, to build complex, high-level detailed models. But we start with baby steps …