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Original geometry |
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Dynamesh Model |
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29K polycount (left), 72k polycount (right) |
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191K polycount (left), 470k polycount (right) |
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maya screenshot, low poly obj |
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low poly obj (left), reduced poly wire frame geometry (right) |
Digital Applications in Sculpture Computer Modeling for Sculpture Projects
![]() |
Original geometry |
![]() |
Dynamesh Model |
![]() |
29K polycount (left), 72k polycount (right) |
![]() |
191K polycount (left), 470k polycount (right) |
![]() |
maya screenshot, low poly obj |
![]() |
low poly obj (left), reduced poly wire frame geometry (right) |
roughed out creature sculpt |
roughed out creature sculpt |
refined creature sculpt |
refined creature sculpt |
refined creature sculpt-profile |
rough creature sculpt back view |
Sculpture, with tracking points, mounted to the scanner. |
Sculpture, with tracking points, mounted to the scanner. |
Positioning the sculpture is very important in order to receive a clean scan. If the sculpt/object is not in focus then the scanner does not read the geometry. |
The scanner doing its magic |
The scanner and a glimpse at the Scan Studios interface |
Re-positioned sculpture |
I have several years of experience modeling with polygons, so for project 2, FDM, I decided to use ZBrush to sculpt and generate topology, and potentially complement that with forms in Maya.
ZBrush is a very powerful program, and far better for sculpting form digitally than a 3D package like Maya, which is better suited for purposes such as hard surface modeling, topological layout, animation, etc. I strongly urge anyone interested in true digital sculpting to check out either ZBrush or Mudbox.
I started out in ZBrush using ZSpheres to build an armature-like form, and then laying on form using ZSketch. I then converted it to polygonal topology by using a process called adaptive skin, which leaves far more uniform topology than its alternative, unified skin (which generates topology more accurate to your form, but leaves you with much uglier topology). Topology is, unfortunately, a significant concern for sculpting because it affects your brush strokes.
After doing some tests, I should be able to get a 250k poly model into Maya so long as I have enough memory on the computer I’m using. If I subdivide once more in Zbrush, I’ll end up with over a million polys, which is peanuts for ZBrush, but which I don’t feel Maya will handle. 250k is enough to get a reasonable articulation of form, but not nearly enough to hold intense detail, so I will obviously be focusing more on form than on texture.
SCPT 250:
This course explores the relationship between digital tools and sculptural practice. Lectures and hands-on activities are supplemented by 2-D vector based programs, digital photography software and 3-D modeling programs. Students learn how to use the computer as a design tool for sculpture and to prepare files for various outputs.
SCPT 450:
Students explore their own personal visions using digital tools and computer software programs designed for the development of 3-D forms, spaces, objects, sites and processes. Students develop a critical basis for the evaluation of their use and explore the possibilities and implications of digital tools and processes.
Professor _ Andrew F. Scott
afscott@scad.edu