3D World

(Sean Pound) #1
TuTorials
Sculpt a character for 3D printing

07


eXtrAct clothInG
To start creating clothing you can use the existing model and mask
off areas that can then be extracted. To create the forearm sleeve use the
MaskLasso to mask off the bulk of the forearm. If needed you can blur the
mask a little by Ctrl-clicking on the masked area. Extract new geometry using
Tool>Subtool>Extract. This will give you an approximation of the area to be
extracted. If it is the correct depth hit Accept. If not, adjust settings. Once you
accept the extraction use the usual brushes to smooth and sculpt the sleeve.

06


MAKe uSe oF other BruSheS
At this stage you should begin to use other
brushes. You can find them by hitting B and then the
letter of the brush you want to use. Use Flatten to give
yourself some chamfered, sharper edges. Use Inflate
where volume needs pumping up a little. DamStandard is
a great tool for adding scored lines into the model. Use it
to add details like clothing seams and facial creases.

09


ADD hAIr
To create hair we can start with something simple like a Sphere3D. From
the Tool palette choose a basic sphere. Make it a Polymesh3D object and drag
it into the canvas (T to make it editable). Now using the Move brush start to
pull it into the basic shape. As the model stretches you will need to DynaMesh
it to continue shaping it. Move the hair a little more and using Ctrl+click (Strike)
you can keep using DynaMesh. Use a combination of Move and ClayBuildup to
get the flow of the hair correct before adding it to the main ZTool.

10


ShAPe the hAIr on the MAIn Ztool
To work up the hair fully you can add it to the main
ZTool. Switch to the character ZTool and use Insert or
Append in the panel. Choose the new hair model and this
will add it as a new subtool in the stack. Append will add
it to the end or Insert will add it below the subtool you
have selected. Once in place start to shape it to fit the
model accurately. Use DamStandard to add finer detail.

use ZModeler
for hard-
surface work
ZModeler is an amazing
brush that gives you
access to a set of
low-polygon editing
and creation features.
Even if you are an
accomplished modeller
with a program like
Maya or Cinema 4D it
would be worth your
while learning this!

08


ADD More clothInG
AnD SurFAce DetAIlS
Use the method described in the
previous step to make the neck
frill and bracelet. Each one will be
a new subtool, but make sure that
each one fully intersects the main
model, as this will help at the 3D
printing stage.
To add clothing details to your
sculpt use the DamStandard brush
(B, D, S). This is a great brush
designed to enable you to score
lines into a mesh. With a small
Draw Size, Low Z Intensity and low
Focal Shift you will be able to add
fine lines indicating seams on the
character’s clothing.
Free download pdf