In Review

In this chapter, we have looked at the variety of sculpting tools that Blender has to offer and how to customize them to make the most of their capabilities. Then, we moved on to sculpting the Bat Creature’s body and turning the simple base meshes I created both for it and for the Spider Bot project into more detailed, developed models that are now ready for retopology. Finally, we discussed some general principles for sculpting faces.

In the next chapter, we move on to retopologizing our sculpts, bringing the modeling stages of the projects to a close. In later chapters, we’ll use our high-poly sculpts again for baking maps and textures for our models before rendering them with displacement and normal maps to recapture the details ...

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