Feature | Criteria |
---|---|
Size and shape of polygon faces |
The polygonal faces on the model should be of equal size and shape so they create smaller regions that are of equal size and shape and hold detail well when subdivided. When some faces are longer or wider, the sculpted detail can also be uneven or distorted by comparison. |
Edge loop/ring flow |
The initial distribution and layout of edge loops and edge rings on the model has an impact on sculpting. A good practice is to create a model specifically for sculpting rather than sculpt on the model that was specifically constructed for animation. While a model can be constructed in a way to anticipate its use for rigging or animation or particular visual features, this can limit options for sculpting features or making design changes downstream. |
Detail |
Ideally, a model that you want to sculpt should be modeled without specific detail. It's usually easier to define specific low and high resolution features if they haven’t already been defined within the model. |
Location of model in X, Y, Z |
If you want to perform symmetrical sculpting operations on the model, ensure the model is positioned at the center of the scene in X, Y, Z (0, 0, 0) before you begin sculpting.
Note: This only applies when you're using world space mirroring (World X,
World Y,
World Z) and not local space mirroring (Object X,
Object Y,
Object Z).
|
Area | Best Practice or Tip |
---|---|
Consider placing visual landmarks on the model prior to sculpting | Much like an artist blocks out or sketches key areas and forms on a canvas prior to painting, you can place small, subtle ‘landmarks’ on the model to get a visual sense of where key features are to be sculpted later. For example, you can use the Sculpt tool (set to a very low Strength setting) or the Freeze tool to apply temporary landmarks. See Freeze regions on a model. |
Sculpt coarse features first, fine details later | Work on the large features of the model first (at lower subdivision levels) before subdividing the model to higher subdivision levels. The basic shapes and forms that produce the specular highlights and define the form and shape are critical in creating a convincing sculpture. |
Sculpt, then immediately smooth | Consider the Radius and Strength properties of a sculpt tool prior to sculpting on the model. You can easily use Ctrl + Z to undo your previous stroke(s). Use the Smooth tool (Shift-drag) to soften the effect of a previous stroke at its middle or edges as required. |
Rotate the model as you work and move the light across the model frequently | Rotate the model frequently so you sculpt on many areas. Focusing on one area of the model before moving on to another can result in features that appear mismatched relative to one another. This is particularly true when sculpting organic forms when you want the underlying skeleton and muscle structures to appear convincing. |
Save often | Save your work frequently (and increment the file name: file1, file2, file3, and so on) so you can return to an earlier version of the model if required. |
Optimize Viewport settings. | To increase performance, you can adjust the Preferences' Display settings, by setting Viewport 2.0's Rendering Engine to OpenGL. Then in the current sculpting brush's Tool Settings' Display section, turn off both Show Frozen/Masked and Wireframe Display. |