Blender: Is this a bad topology? I'm new to sculpting. I tried to create the Captain Qwark from the Ratchet and Clank game series. This is the result of 12 hours of sculpting but its also my first time 😛 I used only the Grab, Smooth, Clay Strips, and Pitch tool since I'm still trying to figure out the rest of the brushes. Also, I did not use dyntopo but the multiresolution modifier. Mostly the model was created using the grab and the smooth tool. Is it good for a first try? Is the topology meshed messed up? I noticed that using the grap tool was actually meshing a little the shape of the vertices in a way that they won't look very quadratic. I has seen that good modeling in wireframe looks like a lot of very good shaped and defined quads that wrap the entire model something like that but I'm uncertain how to keep this nice shape of quads when sculpting. When I start with a base shape (using the skin modifier and subdivision surface) I have a nice shape with quads. But the when I'm using the grab tool it messes it. What am I doing wrong? How can I improve myself? Thank you. Edited: This is the process I followed: First I created a skeleton of my model starting only with one vertice and extruding it out. Then I used a skin, subdivision surface with 1 view and mirror modifiers to create the base of my model. I used only 1 subdivision to keep things simple at first. Then I applied all the above modifiers and added a new one, a multiresolution modifier with 4 subdivisions. Then I sculpted the model mostly using the grab and the smooth tool. Then I boxed model the antenna on his had head (I was trying hours but I could not sculpt this part.) (Edited: LOL do you see that strikeout? Too much hours modeling messed with my head...) Finally, I applied the multiresolution modifier, added a decimate modifier and subdivided my model from 100,000 vertices to 10,000. Now I'm trying to UV unwrap my model but it seems impossible to mark seems. I this expected from my bad modeling? https://ift.tt/eA8V8J
I'm new to sculpting. I tried to create the Captain Qwark from the Ratchet and Clank game series. This is the result of 12 hours of sculpting but its also my first time 😛 I used only the Grab, Smooth, Clay Strips, and Pitch tool since I'm still trying to figure out the rest of the brushes. Also, I did not use dyntopo but the multiresolution modifier. Mostly the model was created using the grab and the smooth tool. Is it good for a first try? Is the topology meshed messed up? I noticed that using the grap tool was actually meshing a little the shape of the vertices in a way that they won't look very quadratic. I has seen that good modeling in wireframe looks like a lot of very good shaped and defined quads that wrap the entire model something like that but I'm uncertain how to keep this nice shape of quads when sculpting. When I start with a base shape (using the skin modifier and subdivision surface) I have a nice shape with quads. But the when I'm using the grab tool it messes it. What am I doing wrong? How can I improve myself? Thank you. Edited: This is the process I followed: First I created a skeleton of my model starting only with one vertice and extruding it out. Then I used a skin, subdivision surface with 1 view and mirror modifiers to create the base of my model. I used only 1 subdivision to keep things simple at first. Then I applied all the above modifiers and added a new one, a multiresolution modifier with 4 subdivisions. Then I sculpted the model mostly using the grab and the smooth tool. Then I boxed model the antenna on his had head (I was trying hours but I could not sculpt this part.) (Edited: LOL do you see that strikeout? Too much hours modeling messed with my head...) Finally, I applied the multiresolution modifier, added a decimate modifier and subdivided my model from 100,000 vertices to 10,000. Now I'm trying to UV unwrap my model but it seems impossible to mark seems. I this expected from my bad modeling?
from GameDev.net http://bit.ly/2F8xYOd
from GameDev.net http://bit.ly/2F8xYOd
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