Recently started teaching myself Blender and 3D modeling. I have a background in Graphic Design, and feel like my real strength is a program like Illustrator where itās easy to draw with geometric shapes!
Been working on this cute mouse as a way to get my head around all things blender. Now the base of the head was made with two spheres being merged together and the boolean tool to better merge them together.
But whilst working throughout Blender and sculpting; Iām noticing some weird āwrinklesā on the surface of my sculpts. Attached are screenshots circulating and highlighting some of these spots. Iāve tried using the āsmoothā and āflatā sculpting tools and changing the intensity and size of the brush but they still seem to be lingering around. As an illustrator buff, Iām all about smooth surfaces and clean geometry so thatās the real challenge Iām finding with Blenderš
Might be a basic and obvious question but would love to be pointed in the right direction as to how I can fix this.
Thanks in advance for everyoneās time and helpš
I think I know why itās happening and it has to do your base mesh loop density. Can you show your base mesh topology? Also are you just sculpting in regular mode or with multrresoltuion ā or are you using dyntopo?
NoahMuiruri54
(Noah Muiruri_(discord id noahm#6212))
5
not necessarily. Just use the smooth options(edit mode face tabā¦āshade smoothā)
its also advisable to add a multiresolution modifier while sculpting
Hey Guys, just wanted to send a huge thank you for your comments and help!
I went through a tutorial binge and learned more about: mesh density, sculpting with dynotopo, subdivision modifiers and itās all pointed me in the right direction to refine what I needed to and get a better workflow.
Donāt know if youāre interested but I found a youtube tutorial that has a similar basis to the characters I want to model and going to digest it all so I can see a better way to form my workflow: youtube.com/watch?v=wkOk8UAux8s&t=58s