Graphics Reference
In-Depth Information
Obviously, the character is a kid, and
he's not going to have age lines. Skin
details are kind of limited though: wrin-
kles, general texturing, and bumps. You'll
need to know how to do all three, so
the kid gets wrinkles for now. Dragging
under the eye carves a line into the
highly subdivided mesh like the one in
Figure 8.10 . If yours is too deep or fat,
undo with Ctrl-Z and try reducing the
brush strength or size until the scale of
the line is better. Once you have it,
make the brush a little larger and reduce
the strength some more. Without holding
down the Shift key this time, brush along
both sides of the carved line you just
made, creating something like the second
half of Figure 8.10 .
Figure 8.10   Carving  a  line,  then  girding  it with  soft  ridges.
To make it more creaselike, change from
the Draw brush to the Pinch brush.
Pinch pulls everything within the brush
radius toward its center. Holding the
brush over the crease, resize it with the
F key until the brush reaches from
the apex of one ridge to the apex of the
other. Now, drag the brush along the
length of the crease. It should pull
the ridges together, gathering them over
the line you carved. You may have to
“paint” a bit to get it to happen properly,
moving the brush back and forth over
the area as you go along.
When you've used the Pinch brush to
tighten the crease, you should have
something that looks like Figure 8.11 .
The outer edges of the ridges need to be
blended into the original topology, as do
the end points of the crease. For this, use
the Smooth brush. When working
with the Smooth tool (or any sculpting
Figure 8.11   The  wrinkles  tightened  with  the  Pinch  brush,  and  smoothed 
on  the  right.
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