Michaelab opened this issue on Nov 18, 2013 · 9 posts
Michaelab posted Mon, 18 November 2013 at 11:20 PM
Lobo3433 posted Tue, 19 November 2013 at 9:52 AM Forum Moderator
Is this the same gnome you imported from Poser? I think you would have a easier time using the dials in poser to get a more even distribution of making them shorter and fatter. In Blender selecting them object then going into edit mode you can use the scaling tool just not sure the results would be favorable.
Lobo3433
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Cybermonk posted Tue, 19 November 2013 at 9:54 AM
ALT- S will fatten/shrink the selected polys.
Also you could use the inflate brush in the sculpting tools. Infact you could use several of the sculpting tools to tweak the hand.
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"The true sign of intelligence is not knowledge but imagination".
Albert Einstein
Michaelab posted Tue, 19 November 2013 at 3:25 PM
Yes, Lobo3433, it is the same gnome. And yes, I tried manipulating the hand in Poser but the hand and fingers got weird. Doesn't seem to be much flexibility in the Poser morphs.
I'll try the inflate brush and other sculpting tools that Cybermonk has recommended. I'll let you know how it turns out.
Thank you!
Michaelab posted Tue, 19 November 2013 at 5:31 PM
Cybermonk posted Wed, 20 November 2013 at 6:03 PM
____________________________________________________
"The true sign of intelligence is not knowledge but imagination".
Albert Einstein
unbroken-fighter posted Sat, 23 November 2013 at 5:11 AM
depending on what you are trying to sculpt you neeed to add topology to the mesh
in the 2.66 series and after there is a tool called dynamic topology in the sculpt menu on the left
go to sculpt mode and enable dynamic topology under the toplogy tab
you will see a button titled enable dynamic
that will tessalate the mesh only where you tell it to sculpt at
or you could use a subdivision surface modifier
Warlock279 posted Sat, 23 November 2013 at 2:25 PM
Quote - depending on what you are trying to sculpt you neeed to add topology to the mesh
in the 2.66 series and after there is a tool called dynamic topology in the sculpt menu on the left
go to sculpt mode and enable dynamic topology under the toplogy tab
you will see a button titled enable dynamic
that will tessalate the mesh only where you tell it to sculpt at
or you could use a subdivision surface modifier
Do NOT use dynamic topology if the mesh you're sculpting has UV maps on it already, I'm almost certain it will hose your UVs. I don't have time to test it right now, but generally that kind of change to the geometry is game over for any UV maps you have. The Subidivision Modifier I believe works with UVs, and the "Multiresolution" Modifier I know does, the latter being the most common modifier for sculpting.
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unbroken-fighter posted Sat, 23 November 2013 at 10:29 PM
that would be the reason i did post it as depending on
dynamic will 1000000% kill any mapping that was done it is used as an initial sculpt tool that can be retopo'd later
the subdidvision is designed to work with the mapsbut can be a bit hinky at times if you go too far with the sculpting
you could add loop cuts manualy without effecting the maps too much
but for general sculpting the base mesh needs added geometry if you use a simple primitive