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Street Cop Workflow by Mashru Mishu
2. Sculpting and detailing.
Now comes the fun part of the process. Once I’ve exported all the base meshes, I usually check them in Mudbox for any errors that might have slipped through. For example, I would subdivide all the meshes a couple of times to check for any holes, sculpt on them a little to check for proper surface normals, etc.
When I start sculpting something I usually don’t move up to a high level of detail too early. For an organic model the first thing I do is push out the basic forms at level 0 - 1. Things to consider at this stage are the skeletal features of the body, the level of skin fat and age of the character.
When it comes to detailing a character it is easy to get carried away, but it is important to stay on target of what you want your particular character to look like. I wanted this character to look very rugged and worn out but not look too old.