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Training Highlights
Advanced Facial Rigging
3D Printing with Blender
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Realistic Character Workflow
1: Design Blocking & Sculpting
  1. Use of Base Meshes Free
  2. Design Sculpting Free
2: Retopology & Layering
  1. Generic Retopology Free
  2. Reprojection & Sculpt Layers Free
3: Shapes and Wrinkles
  1. What are FACS? Free
  2. The 'Shapes' Approach Free
  3. Creating Facial Shapes Free
  4. Wrinkles & Aging Free
4: Clothing Shapes & Rotation
  1. Neck Shapes Free
  2. Clothing Shapes Free
  3. Struggles & Advice Free
5: Baking & Exporting
  1. The 3 Levels of Baking Free
  2. Vector Displacement & Blending Free
6: Changes and Iteration
  1. Broad Adjustments Free
  2. Updating the Sculpt Layers Free
7: Notes for the Future
  1. Wrinkle Maps vs Shapes Free
  2. The advantage of Age Free
  3. Procedural vs Hand Sculpted Free
  4. Automation Free
  5. Production Limitations Free
  6. Blender Development Free
7: Notes for the Future

Blender Development

Julien Kaspar
Julien Kaspar Author
  • Free
Report Problem

Once we get back to these workflows we either need active Blender development or scripting to make the process more smooth.

Certain features are still not fully supported or face performance issues. Multi-resolution sculpting is a primary case of this. But also baking of displacement maps is still not reliable.

For realistic characters, or even sculpting in general, it's also a high goal to add the feature of layered sculpting officially. But this will heavily rely on a rewrite of the Multires sculpting. Many issues in the workflow are rooted in this.

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