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| title | description | next | prev |
|---|---|---|---|
| Sculpt the head | Use Blender's sculpting tools to make unique changes to the shape of your character. | /art/characters/creating/texturing-setup | /art/characters/creating/modeling-tips |
After reviewing the modeling best-practices and sculpting tips, you can begin sculpting your character. This tutorial demonstrates sculpting changes to the RoundMale template, creating a goblin-like character.
The sculpting instructions utilize the following Sculpting tools:
- Grab - Selects and pulls a group of vertices.
- Smooth - Eliminates irregularities in the area of the brush's influence.
- Flatten - Averages out the vertices within the brush's influence on a common plane.
- Elastic Deform - Similar to Grab, but adds an organic stretch and elasticity to the neighboring vertices.
To begin sculpting the head:
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With the template project opened, hide the other Geo objects to isolate the head mesh.
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Select the Head_Geo mesh object and switch to Sculpting mode.
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At the top right of the viewport, set the following options:
- Enable X-Axis Symmetry.
- Enable Wireframe view.
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Using the Mask tool, paint over the mouth and eyes where you do not want to sculpt unexpectedly.
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With the Grab and Smooth tools, make the following edits to your template head:
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Reshape the head, flattening and enlarging the top.
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Elongate the ears.
- Expand the surface near the ear to broaden the base
- Grab and extend each ear, ensuring it connects smoothly to the base and vertices remain proportionally spaced when possible.
- Try the Flatten tool to straighten and align a region.
- Use the Elastic Deform tool to stretch and pull multiple vertices.
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Extend the bridge of the nose and expand the size of the brow
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Broaden the chin so it prominently protrudes.
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Perform a refinement pass to add final details, polish, and accentuate your main features, such as:
- Adding details in the outer and inner ears
- Adding more detail to chin and cheeks
- Improving edge lines and spacing in areas with crowded vertices