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Сообщить о проблеме с переводом
The "Sub-D" mod will smooth out the object(high poly sculpt). In this case(as it's an unfinished/early sculpt) it probably won't do much harm but on a finished sculpt it would remove a lot of the detail...
The "Sub-D Modifier" is generally for use with "Hard Surface" modelling.
For sculpting you would use the "Multi-Res Modifier" or "Dynamic Topology"(my preferred choice).
Everyone :
The low poly model that @Lucky Bone Head has made is a poor match for the higher poly sculpt even at this early stage. This will likely result in a poor high to low poly "bake" with defects.
For sculpting you tend to make the low poly from either :
1) A copy of the high poly model set to a lower "Multi-Res" level, which is then applied. If the model was made using a “Multi-Res” Modifier. Or...
2) "Re-topping" the high poly model if it was made using "Dynamic Topology".
@Lucky Bone Head :
Adding more detail is down to practice more than anything else...
Give Dynamic Topology("Dynotop") a try if you have not done so already(use constant detail in it's settings, and change the resolution as needed). Make sure you have applied the scale of the model before starting.
Do you use tablet(Wacom or similar), you can get by to an extent with a mouse but if you get serious about sculpting then you should.
Have a look on youtube for some sculpting tutorials and vids, do this when learning how to "bake" too! ...and remember to use Google!
Do you have the free "Tex Tools" add-on? This should help with baking and several other things. I've only just downloaded it after a recommendation so I can't say personally but I intend to try it out, I've been using Substance Painter for baking but this could make the workflow faster!
First of all, sorry for the late reply. This comment was very informative, and I wanted to make sure I understood it before I had something to say about it.
Secondly, thanks! If all it comes down to practice, then I'll just make sure to keep trying. I have no idea how to "bake" models, so trust that it wasn't my intentions.
In fact, my lower poly model is the model I'm going to use for my game once its rigged and textured, I was just experimenting with the higher poly one for fun, and because I'd like to learn how to make models similar to a tumblr user called Wo!262 (sometimes NSFW).
I'm looking into Textools right now, I need any advantage I can get with sculpting. I feel like making a full body sculpt would be easier than making a mesh, and then sculping on the mesh to make it look better.
Again, I appreciate this comment. I was struggling to find some information on sculpting, and I will continue to practice!
As I'm not sure you knew what I meant by “Baking” here is a quick explanation just in case :
“Baking” a model is part of the workflow used in making game assets, it is why they look high poly even though they are actually low poly.
Baking generates a normal map for the low poly model which emulates the detail of the high poly version.
It took me a while to learn how to do this as you find lots of conflicting info online. I find it best to set the entire low poly model to “smooth” shading(before baking) and let the generated normal map do all the work. Some people prefer to use smoothing groups instead but I find this method to be more fiddly and time consuming...
There are lots of ways baking can go wrong so if you do try it then don't worry when it does, figuring out why it did and how to fix it is the best way of learning!
It is always best to have a reasonable “base mesh” for sculpting. So do use one!
If you want a full human base mesh to use for sculpting then you can use an app called “Make Human”, you can find it easily with google.
You need to use the Make Human add-on within Blender to import from it!
This will help as the body proportions will be correct and you can import it with a pre generated rig as well!
If you activate “Dynotop” in Blender's sculpting options and set it up as I said before(constant detail etc) then start at a low-ish resolution, only increase it when you wish to add more detail or better smoothing etc.
Some parts of the model will only need mid range resolution sculpting, like the back of a head.
Other areas will need high res sculpting, like the eyes.
Dynotop allows for higher and lower res areas which means the power of you system is spent where needed.
Multi-Res subdivides the whole mesh so areas like the back of the head will be high res and you will not get as much out of your PC.
It does have the huge advantage of you not needing to re-top the model(to create the low poly version) once finished if used correctly.
So if you have an absolute beast of a PC then it is the better option in many ways, though I find sculpting via this method to be less fluid.
Good luck with your future models/sculpts etc!
This might be an ok vid to watch on sculpting, I only had a quick look with no sound though...
https://www.youtube.com/watch?v=vB7kPWjBgQI