Author Topic: baldie  (Read 1018 times)

hieveryone

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baldie
« on: April 20, 2011, 06:29:08 PM »
I cant believe this: I realized only working on the other image (golem) that the last brush is the equivalent of a clay brush. Wow, now sculpting is going to be way easier. This is my first (very quick) doodle using it, just your average baldie. Maybe next time I will sculpt hairs too. ;D

RMS

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Re: baldie
« Reply #1 on: April 20, 2011, 09:29:40 PM »
nice!

Umm....can you tell me what "clay brush" means? (believe it or not, I don't actually know that much about sculpting...I have used ZBrush a little bit but I am far from knowledgeable...)

hieveryone

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Re: baldie
« Reply #2 on: April 21, 2011, 03:28:24 AM »
To put it simply a clay brush is a sculpt brush that builds up volumes keeping things flat (and visually it mimics the look of clay too! ;D). I think pixologic has been the first to come out with this name for one of its brushes.
Anyway the point here is that with your volume brush you have more control over pushing and pulling than d1 or d2 gives you and that speeds up things quite a bit.
But what's more incredible is that I didn't noticed that earlier: that's insane! :P

omid3098

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Re: baldie
« Reply #3 on: April 22, 2011, 02:29:12 PM »
I could not find something like clay brush with MM brushes, may you please tell what parameters and stamp did you use?
I really miss that brush in MM :(

Edit:
the best I've got is something like standard brush in Zbrush. :(
Brush1: Spikes
Stamp: FlatBumpW
Strenght: 30
depth: 0
refine: 50
reduce:15
Smooth 0
« Last Edit: April 22, 2011, 02:36:54 PM by omid3098 »

hieveryone

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Re: baldie
« Reply #4 on: April 26, 2011, 05:31:10 AM »
Yeah, you're right. I was referring to the spikes brush too and comparing it to zbrush tools it's really more similar to the standard brush, still it's a little more flat: maybe it's due to the flat bump, I don't know.
Anyway I'm using it with less strenght, usually 10-20 so that it doesn't pull up too much, and refine with a lower value like 10 or so only for the first pass (it's brush size dependent so I adjust the values in wireframe mode to have more or less what I need for the level of detail I'm aiming at) then I deactivate it to control the poly count. I'm usually using only one of the dynamic tessellation functions at once so if I'm using refine I bring down to 0 the value of reduce and vice versa. Right now I'm using the d1 brush with no strenght only for reducing purposes.