2017/04/17

Sculpting the skull in digital clay

I was out of my place for a week and I didn't have my tablet with me, so I decided to try something else.
I sucked the Blender on my machine and with a small help of the internet I started sculpting process.
After 2 hours of toying with sculpting plugin and its dynamic topology function I came up with high resolution model of the skull.


Most of the time I worked on clay-like material but for the sake of presentation I changed it to what you see.
You can always change it in the panel that shows after pressing 'N' key in 3D viewport as long as you're using the Cycles Render engine.
It doesn't affect the render and is visible only with solid shading option ticked.


Any ways after I sclupted that beauty (right...) I retopologized it - meaning I created brand new model but using like milion less vertices. 
Then I baked normal map and applied it to my low poli model.


For some reason (I'll get why sooner or later) blender switched green and red channel so the teeth looked like the were concave.

The easy fix to that was to switch them like that


   --->   


I have to learn a lot about rendering, presentation, camera and stuff like that but first I want to learn how to texture stuff. 
Not like PBR stuff but more like handpained textures with custom reflectivity masks.



If you want to try that entire 3D thingy I put some links that helped me a lot. Non-profit.



And the last one is Blender: how to retopo a head in few minutes with bsurfaces by Jose Antonio Molinero Reina which I haven't used yet. Seems like it could help me big time with entire retopo process.



That's it.
So long