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Tips and Tricks

技巧和窍门

There are a few rules that must be followed when sculpting:

雕刻时必须遵循以下几条规则:

  • The object to be sculpted should have the same properties as an object that can be used in a Subdivision Surface object: Ideally consisting of four-sided, preferably square polygons that are spread evenly across the object (including edge loops, with which you are already familiar from character modeling). If the object is set up accordingly, you won’t run into any unpleasant surprises such as parts of the model containing too few polygons. Even though N-gons are supported they are not well-suited for use with Sculpting because they generate poles when subdivided, which can in turn cause problems when sculpting. 要雕刻的对象应该具有与可用于细分曲面对象的对象相同的属性: 理想情况下由四边形组成,最好是均匀分布在对象上的方形多边形(包括边缘循环,你已经在角色建模中熟悉了)。如果相应地设置了对象,您就不会遇到任何不愉快的意外情况,例如模型中包含太少多边形的部分。即使支持 N-gons,他们不是很适合与雕刻使用,因为他们产生杆时,细分,这可以反过来造成问题时,雕刻
  • Also make sure that the size of the polygons on the object to be sculpted does not differ too greatly. For example, if you have created highly detailed parts on your model (prior to sculpting) you might run into problems when subdividing the object for sculpting because too many polygons will be created (e.g., if you have tens of thousands of polygons around the corners of a character’s eyes your sculpting won’t benefit from this and your computer will probably become bogged down – each subdivision quadruples the number of polygons). 还要确保要雕刻的物体上的多边形的大小没有太大的差别。例如,如果你已经在你的模型上创建了非常详细的部分(在雕刻之前) ,你可能会遇到问题,当细分雕刻的对象,因为太多的多边形将被创建(例如,如果你有成千上万的多边形周围的角色的眼睛角落,你的雕刻不会受益于这一点,你的计算机可能会陷入困境-每细分四个多边形的数量)
  • Even if it looks like you can create any shape at all using a highly subdivided sphere you should always keep in mind that you are modifying a mesh - albeit a highly subdivided one. 即使看起来你可以用一个高度细分的球体创建任何形状,你也应该时刻记住你正在修改一个网格——尽管是一个高度细分的网格
  • Therefore, we don’t recommend using shapes like the one below: 因此,我们不推荐使用下面这样的形状:
Extreme protrusions (note the wireframe at right) are very difficult to edit. 极端突出(注意线框图在右)是很难编辑

In the example above, a spike was created using the Grab brush by pulling it from the surface. The problems start when you try to pull a secondary spike from the original spike, as shown at the right of the image, and you exceed the limits of subdivision. The original object should correspond roughly to the shape of the final object since "sculpting around corners" as shown in our example is very difficult to do.

在上面的例子中,使用 Grab 画笔从表面上拉出一个钉子。当您尝试从原始峰值中拉出一个次级峰值(如图右所示)时,问题就开始了,并且您超出了细分的限制。原始对象应该大致相符的形状,最终的对象,因为“雕刻周围的角落”显示在我们的例子是非常困难的。

  • Use the 使用Smooth 真顺利 brush ( 刷子Shift 转移 key with any other brush) often. Many times a brush’s effect will be too strong or too "extreme" and this can be gently corrected using the 用任何其他刷子的关键)。很多时候画笔的效果会过于强烈或过于“极端” ,这可以通过使用Smooth 真顺利 brush (with a low 刷子(用低音)Pressure 压力 setting). 下载)
  • Extreme polygon distortion can also be "eased" using this brush. 极端的多边形失真也可以“缓解”使用这个画笔

  • The suggested workflow for shaping characters: 塑造角色的建议工作流程:
  • -> Roughly model the character - > 粗略模拟角色

    -> Sculpt

    - > 雕塑

    -> bake (in order to continue work with the low-res object; all details will be included when rendered)

    - > 烘焙(为了继续低分辨率对象的工作; 所有细节将包括时呈现)

    -> rigging

    - > 索具

    -> texturing

    - > 纹理

    -> animation

    - > 动画

You can, however, continue to sculpt at a later point – but with several limitations.

然而,您可以在以后继续雕刻——但有一些限制。

Proceed as follows if you want to sculpt objects that have already been rigged (i.e., with Joints, Weights, etc.) and/ or animated:

如果你想雕刻已经被操纵的物体(例如,关节,重量等)和/或动画:

  1. Select the rigged mesh (the following list also applies to shapes with Deformers that you want to sculpt). 选择被操纵的网格(下面的列表也适用于你想要造型的具有变形功能的形状)
  2. Make sure that the object is in an unsculpted state. All Deformers, Subdivision Surfaces, etc. should be disabled. 确保物体处于未雕刻的状态。所有的变形,细分曲面,等应禁用
  3. Click on the 点击Subdivide 细分 button several times and start sculpting. 按几次钮,开始雕刻
  4. Select the 选择Sculpting 雕刻 tag and enable the 标记并启用Freeze 不许动 and Allow Deformations 允许变形 options 选择
  5. Enable all Deformers and Subdivision Surfaces that were disabled (if the object is sculpted again these do not have to be disabled - only the 启用所有被禁用的变形和细分表面(如果对象是雕刻再次这些不必被禁用-只有Freeze 不许动 option must be disabled). Deformations and animations will work. 选项必须禁用)。变形和动画将工作

The following limitations apply:

下列限制适用:

– Weighting cannot be modified on an animated character. Weighting must be completed prior to sculpting.

- 不能在动画人物上修改加权。加权必须在雕刻前完成。

– Phong tags will take effect once the Freeze has been enabled.

- Phong 标签将生效一旦冻结被启用。

– When sculpting, none of the object’s tags should be deleted or re-arranged and none added.

- 雕刻时,不应删除或重新排列对象的标签,也不应添加任何内容。

  • Due to the comparatively high demand on memory that Sculpt objects with a high subdivision have, it is generally recommended that the number of Sculpt objects with more than 1 million polygons be restricted to one per Project and to avoid having numerous Projects containing such objects open concurrently. Memory usage will remain minimal if you only edit one Sculpt object at a time. Of course this recommendation has its leeway depending on the computer’s capacity and the subdivision of the Sculpt object. 由于具有高细分的 Sculpt 对象对内存的要求相对较高,一般建议将具有100万多边形的 Sculpt 对象的数量限制为每个项目一个,并避免同时打开包含这些对象的多个项目。如果一次只编辑一个 Sculpt 对象,则内存使用量将保持最小。当然,根据计算机的容量和雕刻对象的细分,这个建议有它的余地
  • Remember that when rendered in the Picture Viewer, the Project will require double the amount of memory (if the Project itself is open in the Viewport). Rendering to the Render Queue might be a better solution. 请记住,当在图片查看器中呈现时,项目将需要双倍的内存(如果项目本身在 Viewport 打开)。呈现到渲染队列可能是一个更好的解决方案
  • You should also use the 你也应该使用Bake Sculpt Objects 烘培雕刻物体 function and preferably render the 最好是渲染baked Sculpt objects (and not the objects themselves). 雕刻对象(而不是对象本身)
  • If you want to shape objects under a single Cloner object and all objects’ deformations should be shown in real-time, make an instance of the Sculpt object and make it a Child object of the Cloner object. 如果你想在一个 Cloner 对象下塑造物体,并且所有物体的变形都应该实时显示,那么创建一个 Sculpt 对象的实例,并使其成为 Cloner 对象的子对象
  • Note that the interactivity will slow dramatically when Sketch and Toon’s real-time display of lines ( 请注意,当 Sketch 和 Toon 的实时行显示(Show Lines 展示台词) is used simultaneously (Sketch and Toon render settings’ )是同时使用(草图和图恩渲染设置’Editor Display 编辑器显示 menu). Disable the < )。关闭 <Show Lines 展示台词 while you’re shaping. 在你塑形的时候