Area |
Best Practice or Tip |
Quality
of the base level model
|
The quality of the model you import for sculpting has
a large impact on how you can work with it in Mudbox. For more information,
see
Prepare a model for sculpting.
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Using reference material |
Take advantage of visual reference material whenever possible.
This can be your own concept sketches, stock images, or photographs
of related items that provide you with visual references as you
work. Visual references help to ensure the relative size and proportion
are convincing in your digital sculpture. You can import orthographic
images as image planes in the camera view to assist with blocking
out your sculpture. See
Import a reference image.
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Consider placing visual landmarks on the model prior
to sculpting
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Much like an artist blocks out or sketches key areas
and forms on a canvas prior to painting, you can place small, subtle ‘landmarks’
on the model to get a visual sense of where key features are to
be sculpted later. Use the Sculpt tool
(set to a very low Strength setting), paint landmarks
(provided the model has good UVs), or use the freeze tool to apply temporary
landmarks. See
Mask or freeze regions on a model or
Prepare a model for painting.
|
Sculpt coarse features first, fine details later |
Work on the large features of the model first (at lower subdivision
levels) before subdividing the model to higher subdivision levels.
The basic shapes and forms that produce the specular highlights
and define the form and shape are critical in creating a convincing
sculpture. Do as much work as possible on a particular subdivision
level before subdividing to add more resolution. Do not add coarse details
at higher subdivision levels; rather step down and add it at the
lower levels. See
Increase a model's resolution.
|
Adding subdivision levels |
Subdivide the model only as much as required to support
the features and detail you want to sculpt. The interactive performance
of Mudbox is largely determined by the size of the model, which
grows exponentially each time you add a subdivision level. Consider
that some details can be added using texture maps, which keep the
model size smaller, and still produce a convincing effect. See
Increase a model's resolution.
|
Sculpt, then immediately smooth |
Consider the Radius and Strength properties
of a sculpt tool prior to sculpting on the model. You can easily
use Ctrl + Z to undo your previous
stroke(s). Use the Smooth tool (Shift-drag) to
soften the effect of a previous stroke at its middle or edges as
required. See
Sculpt and paint tools.
|
Rotate the model as you work and move the light across
the model frequently
|
Rotate the model frequently so you sculpt on many areas. Focusing
on one area of the model before moving on to another can result
in features that appear mismatched relative to one another. This
is particularly true when sculpting organic forms when you want
the underlying skeleton and muscle structures to appear convincing. Frequently
moving the light across the sculpted form ensures you can evaluate
how the various specular highlights travel as the model is seen
from various viewpoints or when it is animated in another application.
See
Camera and image planes and
Display.
|
Use layers |
Layers are useful for keeping various sculpted features discrete
from one another. You can experiment by sculpting a feature on a
layer, then delete the layer without affecting other work. If work
is applied to a layer you can return to it later and make further
edits, or remove it. You can merge layers together once you are
satisfied with your work. See
Layers.
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Save often |
Save your work frequently (and increment the file name: file1,
file2, file3, and so on) so you can return to an earlier version
of the model if required. If you use layers, you can also export
a sculpted feature on a layer(s) and import it to an earlier or
later version of the model, provided the vertices or UVs have not
been drastically altered. See
Save or export your work.
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Take a break |
The sculpting process can be fun, but is very visually
intense (and frustrating at times). Take frequent breaks as you
work. You can sometimes solve a particular visual problem more quickly
when you take some time away from it.
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