sculpting
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ChineseSculpting
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
| Sculpt | Don't Sculpt |
|---|---|
| Organic wrinkles, pores | Hard surface panel lines |
| Creature skin detail | Modular kit pieces |
| Damage, wear, dents | Anything needing clean UVs directly |
| Character likeness refinement | Lowpoly style assets |
| Hero asset micro-detail | Background 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
| Method | Use When | Avoid When |
|---|---|---|
| Multires | Controlled detail levels; bake workflow | Need to preserve base topology exactly |
| Dyntopo | Freeform exploration; damage pass | Need predictable polycount |
| Voxel Remesh | Reset topology mid-sculpt | Fine 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
| Brush | Purpose |
|---|---|
| Draw | General buildup |
| Clay Strips | Muscle/form definition |
| Crease | Wrinkles, folds, hard lines |
| Grab | Large form adjustments |
| Inflate/Deflate | Volume control |
| Scrape | Planar flattening (hard surface sculpt) |
| Dam Standard | Sharp damage, scratches |
| Layer | Non-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
- Primary — Major form corrections (Grab, Clay)
- Secondary — Muscle, folds (Clay Strips, Crease)
- Tertiary — Skin texture, scales (Draw, Alpha)
- Micro — Pores, fine scratches (Alpha, Dam Standard)
- 主要(Primary) — 主要形体修正(Grab、Clay)
- 次要(Secondary) — 肌肉、褶皱(Clay Strips、Crease)
- 三级(Tertiary) — 皮肤纹理、鳞片(Draw、Alpha)
- 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 Type | Technique |
|---|---|
| Scratches | Dam Standard, light strokes |
| Dents | Inflate negative + smooth |
| Chipped edges | Scrape + Crease |
| Rust bubbles | Small Draw buildup |
| Fabric wear | Crease 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
- Duplicate base mesh to sculpt collection via MCP
- Add multires modifier via MCP
- Query polycount at each subdivision level
- Export high-poly for bake handoff
- Keep sculpt mesh separate from game mesh
- 通过 MCP 将基础网格复制到雕刻集合
- 通过 MCP 添加 Multires 修改器
- 查询每个细分层级的 polycount
- 导出高模,用于烘焙交接
- 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
| Topic | Reference | Load When |
|---|---|---|
| Brush settings | | Detail pass |
| Bake workflow | | Game asset handoff |
| 主题 | 参考资料 | 加载时机 |
|---|---|---|
| 笔刷设置 | | 细节处理阶段 |
| 烘焙工作流 | | 游戏资产交接 |