Sculpting questions

Hi everyone,

After seeing the tutorial from theluthier I thought I’d have a go at sculpting, so checked out the blender cookie tutorial and set about having a go, this is my first attempt (if you don’t count the other two that I quickly ditched :wink: )

Couple of things, what are the lines about? There’s a diagonal one across the tip of the nose in the above example. No matter what angle I view from there’s always a few lines lurking around. Is there a lighting setting I can change?

I also worked my way up to that point with a multires mod but now that I’m there (level 8 I think) it’s very hard to keep things smooth, the slightest touch of the grab brush pretty much ruins everything to the point where I daren’t try and change anything.
So the question is how do you get around that?

From what I understand the crease tool adds an indented line but what if you have a crease you want to accentuate, the edge of an eyelid for example?

I quite enjoyed experimenting though, going to have another crack today :wink:

Yes, the lines come from the lighting. You can change the lighting in the User preferences, in the system tab. Yes, the dafault lighting is horrible.

The idea is to work at the smallest subdivision level possible for as long as possible. It’s much easier to keep 8 vertices smooth than 64. Also, we use brushes like the clay brush to keep things smooth rather than the grab tool.

8 subdivision levels sound really high for your model. You’ve probably started with a cube or something. Don’t do that. Or at least subdivide it a couple times before you put on the multires modifier.

To invert what the tool does, press and hold Ctrl.

Thanks MM,

Ok I’ll start with a sub divided cube, it was just a cube previously.

Clay brushes isn’t something I’ve looked into yet.

I found the lighting settings, what do you recommend they be?

Any finally :wink: What’s the name of the tool that accentuates an external crease so I can google it?

Thanks.

Just tried starting with a subdiv cube, don’t like that lol what about starting with a sphere?

Edit: Nope, ok what about sub dividing a cube and applying that transformation, then applying the multires?

Actually, best start with a decent basemesh with a reasonable polycount that approximates what you want to sculpt. But if you have to start with a sphere use a subdivision surface modifer to subdivide the cube and apply it.

Like i said, to accentuate a crease, use the crease brush with Ctrl. If you don’t want to pull it out, just pull the vertices together, use the pinch brush.

Thanks for that :slight_smile:

CG Cookie has a tutorial here on making a basemesh for a head out of a cube. Pretty easy, and you only have to do it once, since you can just reimport it whenever you want to sculpt another head. :slight_smile:

Ok, things are getting better, I guess it’s just a case of getting to know the tools. The lighting’s still driving me nuts though.

(oh and that’s 6 levels of subdiv and about a quarter of the verts :wink: )

xrg, I was more interested in the concept of sculpting and wanted to see what it was like. This is the tutorial I saw…

From your screenshot it looks like you’re in Flat shading, go to Object mode and click on Smooth shading to avoid those “lines” at the mouth and nose.

And something that could be interesting for you when sculpting :
Click on File -> User Preferences then go to the tab System, see to the right the “OpenGL Solid Lights” move a bit the user preference floating window so you can see the 3 opengl light setting and your sculpt.
Tweak the colors and move the spheres, by example from default :
http://i.imgur.com/I5tut.jpg

With some tweaking of the color and moving the 3 spheres in the OpenGL light setting :
http://i.imgur.com/qLSmu.jpg

If that tutoriall mentions shade smooth I missed it but that’s loads better, thanks.

I also balanced the lights a bit better (I think) I didn’t know you could move the lights.

(no sculpting changes but that shade smooth makes a big difference)