Graphics Reference
In-Depth Information
to find a view like the one in Figure 8.5
in order to so. This is one of those things
that sounds complicated, but is fairly
intuitive once you start actually doing it.
Second, the size of the brush on screen
is important. A brush will affect whatever
falls inside its boundaries. So, the same
“size” brush will affect a different amount
of geometry when zoomed in as it does
when zoomed out. With the entire head
within your view, you can easily change
the whole shape at once with a large
brush.
Third, the controls in the Options
section of the tool shelf can save you a
lot of time. When working on some-
thing like a face, enable X Symmetry
so that changes made to one side of the
head show up on the other side as well.
Of course, you might want to sculpt
asymmetrically as a final pass on your
model to make it more lifelike. No one
is perfectly symmetrical.
Using the Grab tool to alter your existing
models can add a nice organic touch to
an otherwise rigid structure. In fact,
when we deal with adding different mor-
phable shapes to our face in Chapter 10,
we'll use Grab sculpting to do it.
Detailing and Normal Maps
The sculpting tools can also be used to
add realistic detail to your meshes. The
Multiresolution modifier allows you to
add high levels of real geometry to your
models that are ideal for sculpting things
like wrinkles and pores, while main-
taining a relatively responsive system.
Sculpted details can be “baked” into a
Figure 8.4   Grab moves within  the  view  plane.
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