You can join Blender Studio for €11.50/month and get access to all of our training & film content instantly!
Login Join Blender Studio2: Body & Outfit Sculpting
3rd October 2019
info License: CC-BYPublished by
In this last lesson of the second chapter I am going over some last touches to the sculpt and adding additional elements that were missing so far. This can be polished further afterwards but I left the video short.
7 Comments
Join to comment publicly.
calmels.gaelle
1st April 2020 - 19:16
Just an update. I finally got the courage to do the clothes
Julien Kaspar
4th April 2020 - 14:35
*@calmels.gaelle* Looks great! :D
The folds could use some more work but that's always the tricky part. Did you sculpt it already in pose or pose it afterwards? This is just important if you plan to use the character for animation later. Keeping the resting pose is pretty important for that ;)
calmels.gaelle
4th April 2020 - 21:40
*@Julien Kaspar* I sculpted in pose because I will keep it as just a sculpt. I am not an expert with folds. I sure need to improve on that part.
Artur Machura
27th April 2020 - 14:00
shubhampatilart
21st July 2020 - 19:31
Thanks @JulienKaspar for this great tutorial & @PabloDobarro for making blender sculpturing Amazing
I learn a lot, screen short of WIP - Link
Wayne Batchelor
31st July 2022 - 22:07
I'm not working with a sculpted character that is retopolized, instead I've created my character using box modeling, choosing the quads that will be clothes, separating, scaling up, then manipulating into clothes. Is there a negative to the method I'm using? Should I delete the hidden mesh beneath before rigging?
Julien Kaspar
1st August 2022 - 15:49
@Wayne Batchelor As long as the topology is good enough for rigging then this is completely fine. The main reason why we sculpt characters anyway, is so we can think about the design separately from the final topology.