increasing gradient mesh for sculpting

Hi Guys,

I have an image I imported to illustrator and auto traced and expanded. The head is a closed path and the body is not.
I then imported it to blender.

I would like to know how to make it a mesh object so I can sculpt on it and make it more 3d than just expanding it on the z axis.

Advise on how to make it have a mesh wireframe structure other than just its outline?
Here’s some images:



Advise on how to make it have a mesh wireframe structure other than just its outline?
What dos this mean ? Do you want to see the wireframe ?
If its a curve object you’ll want to convert to a mesh (Alt+C). You can turn on the wireframe view in the object properties (yellow cube icon in properties window)

If you want to sculpt it you’ll want an even polygon disribution, something you won’t get from a curve object. Either manually cut the object into even faces or try the Remesh modifier, though you’ll need a highish polygon count to maintain fine detail from the original object

I want it like this so I can start my lynda.com tutorial on sculpting…

Sculpt mode:

requires more density in the mesh then right click on object to select it then switch to SCULPT mode in lower menu

Impossible to go from where you are to where you want to go in any sane manner. What you want to do is to bring your picture in as a reference image and sculpt an object with the reference image showing behind your mesh, to use as a guide. But it’s pointless and counterproductive to try to ‘inflate’ a flat vector drawing into a sculpt object by making it a mesh.

This is just my opinion though, others may have a different take on it and offer you solutions to your question.

I think that you’re just running into a wall if you want to transform a 2 dimensional picture into a full blown 3D sculpt.

What you could do instead of modelling a base that would look very roughly (no need of detail) like what the image is.

By example find a reference image and press N, enable "Background Image and load the reference.
Add a plane, go to Edit Mode , in Ortho view (Numpad 5 or View -> Orthographic) and go to the Right Side View (numpad3 or View -> Right)

Go to Wireframe display (or press Z) and start extruding roughly following the image as reference, don’t do the ear, stop at the head, you’ll see why later
http://i.imgur.com/KHP0zD4.jpg

Then select all and press E to extrude and give depth
http://i.imgur.com/b4vRAK8.jpg

Then select all, press W->Remove Double just in case and press CTRL+N to recalculate the normals that may have gone inverted due to Blender crappy normal generation on extrusion.

Press CTRL+R and add a central loop
http://i.imgur.com/lTYfaph.jpg

Press CTRL+S -> Cursor to Selection to move the 3D Cursor at the center of that central loop
Go to Object mode and on the toolshelf (panel to the left) , at the Tools tab, click on the “Set Origin” button and select “Origin to 3D Cursor”.

Add a Subdivision Surface modifier, set it to level 2 (increase the View setting to 2) and click on Apply to apply the modifier, this is to give some geometry to work with in dyntopo sculpt more confortably
http://i.imgur.com/UOUg38K.jpg
http://i.imgur.com/wiPyIgo.jpg

Go to sculpt mode and enable “Dynamic Topology” on the toolshelf , then start sculpting. With Symmetry enabled with X selected for the axis.
If you never sculpted, that’s going to be a good occasion to get some practice, play with the detail level (the less , the more detail it will create) etc.
http://i.imgur.com/jp4fql0.jpg

Now for the part about the ears, i didn’t told you to model them on purpose just to show an usage of the dyntopo version of the Snake Hook brush that is interesting to make protuding bits.
First , give a bit of vertice density where you want the base of the ear to be (lower the detail to 5 or 6 hen use the Clay brush around it) .
Select the Mask Brush and paint the location
http://i.imgur.com/3iO6TS6.jpg

Now press CTRL+I to invert the mask , so everything is black, excepted the area where we’ll have the ears
Select the Snake Hook brush, set it a low detail (5 or a bit lower) and set the dyntopo to Subdivide Collapse if it’s not already setup to it.
Grab the unmasked area and move the mouse to give birth to the ears :

http://i.imgur.com/PE0nEvB.jpg

You can press ALT+M (or Mask -> Clear Mask) to clear the mask and start sculpting the ears now or keep the mask so you don’t give accidental brush strokes to the body.

http://i.imgur.com/Y4gzcKn.jpg

After that it’s up to you to detail and sculpt your rabbit or whatever the creature is

whoa super helpful, thanks peeps!