Datasheet
Sculpting Tools and Workflow
You face two core issues when you create realistic game characters: tech-
nology and artistic ability. Five years ago the biggest problem was technology. We simply
couldn’t put enough polygons on the screen to get true realism. Today, artistic ability is
the biggest factor limiting a 3D modeler’s growth in the game industry.
The demand for realism increases with technological advances. Today, it is your abil-
ity to sculpt a face, but in two years’ time realism may depend on understanding what
happens to the palpebral ligament when your character is frightened.
Your artistic ability is the one constant in the equation of creating realistic characters,
whether you are painting in Photoshop or sculpting in ZBrush.
The Problem of Sculpting
The central problem of sculpting, in my view, revolves around understanding the hierar-
chy of planes. In a life model, we are confronted with thousands of planes all calling for
attention. How do we know which planes to focus on and which to ignore, at least for the
moment? Figure 1.1 shows a sculpture by Jean-Baptiste Carpeaux of a woman smiling.
Even with its smooth, beautiful surface, the underlying planes of its construction still
shine through.
Figure 1.1
Planes define
the sculpture
by Carpeaux.
Chapter 1