sculpting

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Original

English
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Translation

Chinese

Sculpting

雕刻

High-frequency surface detail pass. Know when to sculpt vs model vs bake.
高频率表面细节处理。了解何时应使用雕刻、建模或烘焙。

When to Sculpt

何时使用雕刻

SculptDon't Sculpt
Organic wrinkles, poresHard surface panel lines
Creature skin detailModular kit pieces
Damage, wear, dentsAnything needing clean UVs directly
Character likeness refinementLowpoly style assets
Hero asset micro-detailBackground props
使用雕刻不使用雕刻
有机形体的皱纹、毛孔硬表面面板线
生物皮肤细节模块化套件部件
损伤、磨损、凹痕需要直接生成干净 UV 的任何内容
角色相似度优化低多边形风格资产
主角资产微细节背景道具

Workflow

工作流

Base Mesh → Multires or Dyntopo → Primary Forms → Secondary Detail
    → Tertiary/Micro → Bake Maps → Retopology (if game asset)
Base Mesh → Multires or Dyntopo → Primary Forms → Secondary Detail
    → Tertiary/Micro → Bake Maps → Retopology (if game asset)

Dyntopo vs Multiresolution

Dyntopo 与 Multiresolution

MethodUse WhenAvoid When
MultiresControlled detail levels; bake workflowNeed to preserve base topology exactly
DyntopoFreeform exploration; damage passNeed predictable polycount
Voxel RemeshReset topology mid-sculptFine detail already established
Default: Multires for production; Dyntopo for exploration passes only.
方法使用时机避免使用的场景
Multires可控的细节层级;烘焙工作流需要精确保留基础拓扑
Dyntopo自由探索;损伤处理需要可预测的 polycount
Voxel Remesh在雕刻过程中重置拓扑细节已经完善
默认选择: 正式制作使用 Multires;Dyntopo 仅用于探索阶段的处理。

Brush Selection

笔刷选择

BrushPurpose
DrawGeneral buildup
Clay StripsMuscle/form definition
CreaseWrinkles, folds, hard lines
GrabLarge form adjustments
Inflate/DeflateVolume control
ScrapePlanar flattening (hard surface sculpt)
Dam StandardSharp damage, scratches
LayerNon-destructive detail (if available)
笔刷用途
Draw通用堆叠
Clay Strips肌肉与形体定义
Crease皱纹、褶皱、硬线
Grab大范围形体调整
Inflate/Deflate体积控制
Scrape平面化处理(硬表面雕刻)
Dam Standard锐利损伤、划痕
Layer非破坏性细节(如可用)

Detail Pass Order

细节处理顺序

  1. Primary — Major form corrections (Grab, Clay)
  2. Secondary — Muscle, folds (Clay Strips, Crease)
  3. Tertiary — Skin texture, scales (Draw, Alpha)
  4. Micro — Pores, fine scratches (Alpha, Dam Standard)
  1. 主要(Primary) — 主要形体修正(Grab、Clay)
  2. 次要(Secondary) — 肌肉、褶皱(Clay Strips、Crease)
  3. 三级(Tertiary) — 皮肤纹理、鳞片(Draw、Alpha)
  4. 微细节(Micro) — 毛孔、细小划痕(Alpha、Dam Standard)

Alpha Workflow

Alpha 工作流

  • Use tileable alphas for skin, leather, rock
  • Stamp at consistent scale for texel coherence
  • Combine alphas with different brush strengths
  • Bake alpha detail to normal map for game assets
  • 对皮肤、皮革和岩石使用可平铺的 Alpha 纹理
  • 以一致的尺度进行 Stamp,以保持纹素一致性
  • 使用不同的笔刷强度组合 Alpha 纹理
  • 为游戏资产将 Alpha 细节烘焙到 normal map 中

Hard Surface Sculpting

硬表面雕刻

  • Scrape brush for planar surfaces
  • Crease for panel line softening
  • Dam Standard for impact damage
  • Trim brushes for precise cuts (if addon available)
  • Always retopologize or rebake after hard surface sculpt
  • 使用 Scrape 笔刷处理平面表面
  • 使用 Crease 柔化面板线
  • 使用 Dam Standard 制作冲击损伤
  • 使用 Trim 笔刷进行精确切割(如果插件可用)
  • 完成硬表面雕刻后,始终应进行 Retopology 或重新烘焙

Damage & Wear

损伤与磨损

Damage TypeTechnique
ScratchesDam Standard, light strokes
DentsInflate negative + smooth
Chipped edgesScrape + Crease
Rust bubblesSmall Draw buildup
Fabric wearCrease along stress points
损伤类型技术
划痕Dam Standard、轻微笔触
凹痕反向 Inflate + 平滑
崩边Scrape + Crease
锈蚀鼓包小范围 Draw 堆叠
布料磨损沿受力点使用 Crease

Performance

性能

  • Hide unrelated objects during sculpt
  • Use matcap for fast feedback
  • Subdivide only active area (face, hands)
  • Bake and reduce multires for viewport performance
  • 雕刻期间隐藏无关对象
  • 使用 matcap 获得快速反馈
  • 仅细分当前处理的区域(面部、手部)
  • 烘焙并降低 Multires 层级,以提升视口性能

MCP Integration

MCP 集成

  1. Duplicate base mesh to sculpt collection via MCP
  2. Add multires modifier via MCP
  3. Query polycount at each subdivision level
  4. Export high-poly for bake handoff
  5. Keep sculpt mesh separate from game mesh
  1. 通过 MCP 将基础网格复制到雕刻集合
  2. 通过 MCP 添加 Multires 修改器
  3. 查询每个细分层级的 polycount
  4. 导出高模,用于烘焙交接
  5. 保持雕刻网格与游戏网格分离

Handoff to Retopology

交接给 Retopology

Before retopo handoff provide:
  • Final sculpt at highest multires level
  • Decimated version for retopo reference
  • List of deformation zones requiring clean loops
  • Baked maps if bake-before-retopo workflow
交接给 Retopology 前应提供:
  • 最高 Multires 层级下的最终雕刻
  • 减面版本,作为 Retopology 参考
  • 需要干净边环的变形区域列表
  • 如果采用先烘焙后 Retopology 的工作流,则提供已烘焙贴图

Constraints

约束

MUST DO

必须执行

  • Start from clean base mesh with good topology
  • Work largest to smallest detail
  • Duplicate before sculpt destructive changes
  • Bake detail for game assets
  • Match detail level to camera distance
  • 从拓扑良好的干净基础网格开始
  • 从最大形体到最小细节进行处理
  • 在进行破坏性修改前复制网格
  • 为游戏资产烘焙细节
  • 根据相机距离匹配细节层级

MUST NOT DO

禁止事项

  • Sculpt lowpoly-style assets
  • Skip retopology for animated game characters
  • Subdivide entire mesh to level 6+ uniformly
  • Leave dyntopo mesh as final game asset
  • Sculpt without reference
  • 对低多边形风格资产进行雕刻
  • 为可动画游戏角色跳过 Retopology
  • 将整个网格统一细分到 6 级以上
  • 将 Dyntopo 网格作为最终游戏资产
  • 在没有参考资料的情况下进行雕刻

Reference Guide

参考指南

TopicReferenceLoad When
Brush settings
references/brush-guide.md
Detail pass
Bake workflow
../texture-workflow/SKILL.md
Game asset handoff
主题参考资料加载时机
笔刷设置
references/brush-guide.md
细节处理阶段
烘焙工作流
../texture-workflow/SKILL.md
游戏资产交接