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Now we'll get into the modeling of the inner mouth objects, and add just enough definition and detail to support the expression tests. This is an important step to not rely on simple cylinders to have inside the mouth during the expression testing.
Hi Julien! Quick follow-up on the exchange we had yesterday, I also just noticed that the 2D Fall-off option used to move around the lower teeth is also no longer available in the grab brush setting. I looked around but couldn't find it. Do you know if this option has been replaced or moved to somewhere else?
*@QuantumBucket* It's now in the fallof settings. There's a toggle between Sphere & Projected.
A bit annoying that the settings were shuffled around but they are much better organised right now than they were before.
Hey Julien! Quick question about the multirez modifier we are using here. I noticed that I don't have access to the "sculpt" parameter on my multirez mod. Only Preview, Render and Quality. Do you happen to know why this option would be missing? Is there a workaround for closing the gap of the lips if I can't use this feature? Many thanks for the repeated help :)
*@QuantumBucket* Thanks a lot for mentioning this! The mutliresolution modifier got simplified recently since sculpting on different resolution levels was causing issues. Sadly this breaks the workflow of this chapter ...
*@QuantumBucket* Actually, there is a workaround. Disable the multires modifier when in sculpt mode. This way you can sculpt on the base resolution. To make the toggling faster, add the button to your quick favourites or a shortcut.
This makes the workflow a bit slower but it makes it at least possible in 2.81/2.82. I will do my best that the issue get's addressed soon.
*@Julien Kaspar* I gave this a try, but I'm afraid sculpting without the multires mod is not interpreted the same way as sculpting with multires on the lower sculpt setting. The shapekeys seem to remain unaffected, and as soon as I turn the multires back on, the lips go back to their "open shape"
addendum: Actually I just realized I didn't not see you set the multires sculpt option back to the original value after you closed the lips. Maybe the same thing would happen to you if you went back to the original value and the lips would open again?
*@QuantumBucket* Yes the shapekeys are always unaffected by changes in the subdivided object. That's why it's important to work from the base resolution to change the shapekeys. Any changes of the subdivisions are happening on top of the base resolution and shapekeys, not the other way around.
*@Julien Kaspar* Oh, I see. So sculpting the base mesh (e.g with mutires turned off) will also modify the shapekeys. But it's normal that when I turn the multires back on after sculpting the base mesh, the lips open again
*@QuantumBucket* Since subdividing will smooth out the geometry and volume will be lost, this is normal. You can push the lips a bit more together so that the lips won't be open when looking at the subdivided result.
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