![]() Scaling_models_without_ruining_detals.zip Selecting_more_precisely_with_Magnifying_Glass.zip Making_Macros_to_toggle_Anti_aliasing.zip ![]() Making_a_macro_to_expand_or_contract_masks.zip Growing_or_shrinking_a_selection_with_hotkeys.zip ![]() Setting_preferences_for_recording_movies.zipĪutomating_thickness_extrusion_with_a_macro.zipĪdding_thickness_to_a_model_with_subdivision_levels.zipĭecimating_the_inside_of_a_model_for_3D_printing.zip Follow along and learn by watching, listening and practicing.Īdjusting_viewport_brightness_and_contrast.zip We kept our mask and we were also able to add subdivision levels to the model.ĭownload the files the instructor uses to teach the course. You might want to click that a couple times to get a really sharp mask. One extra little trick here is that this might result in a really blurry mask, and if you want that to be a bit sharper, one thing that you could do is go down to Masking, and click on Sharpen Mask. So now we have our subdivision levels and we retained that mask. Instead, what you can do is go to Dynamic Subdivision, turn on Dynamic, and then apply it. If I were to go to Geometry and click Divide, and then turn on my wireframe, you'll see what happens is that the teeth, because they're masked, don't get subdivided, and then it creates a messy geometry, and it doesn't actually create more subdivision levels, it just subdivides the part that wasn't masked. I should have subdivided first, but I already put the time into painting this mask, so I don't want to have to redo that. So if I want to sculpt some fine detail in the rest of the model, you'll notice that the resolution's kind of low, so I sort of did this backwards. In this video, I'll show you how to do it right. If you subdivide, the mask will cause the subdivision to happen only in the unmasked portions of the model, which actually results in some messy geometry that you might not want. Let's say that you spent some quality time painting a mask just the way you want it, but after you're done, you realize that the model needs more subdivision levels for the fine detail you want to sculpt.
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