Graphics Reference
In-Depth Information
To use this technique, select the model
and enter Sculpt mode using the mode
selector on the 3D view header. While
in Sculpt mode, the standard view trans-
formation tools are available (MMB
rotate, Shift-MMB pan, and mouse
wheel to zoom). Make sure the Grab
tool is selected in the tool shelf. Now,
just LMB grab a portion of the mesh and
drag it around. Since sculpting doesn't
work in Wireframe display mode, you
can't see the reference image through the
mesh like you can while hand editing.
For that reason, it isn't the best choice if
you're trying to exactly match a refer-
ence. However, there usually comes a
time when modeling from a reference
when you have to “let go.” You've hit
the reference as closely as you can from
a technical standpoint, but when you go
into Camera view and hit Render, it
lacks life.
That's when you pull out the sculpting
tools. Put the reference out of your
mind, and try to think of the current 3D
version as the original. I've found the
sculpting Grab tool to be a much more
intuitive way of doing the final tweaks
on a model than working in Edit mode.
Figure 8.2   Drawing  on  the  face.
While you're doing this, here are some
hints. First, the Grab tool moves geom-
etry in the plane of the view. Figure 8.4
shows this. The Camera view that is seen
in the left is represented by a plane on
the right. Grab sculpting from the view
on the left will move geometry only
within the plane. It will not go “into”
or “out of” the display plane. So, if you
want to pull a cheek away from the face
to make it a bit rounder, you will have
Figure 8.3   Using  Inflate  on  the  nose.
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