Graphics Programs Reference
In-Depth Information
Figure 6-29: Applying the displacement map with the Displacement modifier. Placing the Displacement modifier below
a Multires modifier in the modifier stack will allow you to apply the displacement and have the results captured by the
Multires modifier so that you can continue sculpting.
wings, I added some creases that flow with the
expansion and contraction of the wings, using a
mix of alphas, Clay, and Crease brushes, as shown
in Figure 6-31.
Detailing
With the retopologized mesh ready to be sculpted,
I began working it over with various brushes and
building in the fine details (see Figure 6-30). The
Clay and Standard brushes are generally the best
for defining the important forms, but alpha textures
can be used to add texture much more quickly.
Beginning with the face, I added some of the
major wrinkles with the Clay and Draw brushes.
Then, I moved on to using alpha textures. Using the
Drag Alpha brush discussed earlier in the chapter,
together with some skin texture alphas, I began
building up the surface texture of the skin.
The rest of the body was covered in the same
way: building up texture and fine details using
a mix of alpha brushes and small Clay and Draw
brushes. In the areas around the shoulders and
Procedural Details
While it's best to sculpt the important details of
your model by hand, it can be handy to be able to
add some generic roughness to the surface of your
sculpt. We've used the Displacement modifier to
transfer details using a baked displacement map,
but we could also use other textures as the input
for the Displacement modifier to generate some
subtle variation in the surface. Blender has a vari-
ety of procedural textures (textures generated by vari-
ous algorithms that do not require images as input)
that are ideal for this purpose.
 
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