Digital sculpting
Read these pages in order, or jump to the one you need.
- Digital sculptingTopicShaping very dense meshes with brushes, like clay, instead of placing vertices one by one. How sculptors get enough resolution, which brushes do the work, where sculpting fits in a game pipeline, and when to sculpt versus model.
- Multiresolution and subdivision levelsKey termStoring a sculpt as a stack of subdivision levels, so you can make broad changes on a light version of the mesh and fine detail on a dense one, and step between them without losing either.
- Base meshes for sculptingKey termThe simple starting mesh a sculpt grows from, and the three common ways to make one - ZSpheres, rough blocks merged by remeshing, and a modeled low-poly blockout.
- Alphas and stampsKey termGreyscale images that shape a sculpting brush, so one stroke or click presses a crack, a rivet, a pore pattern or a whole rock surface into the mesh. How they work, how to use them well, and when to sculpt by hand instead.
- Primary, secondary and tertiary formsTopicWorking from the biggest shapes to the smallest: primary forms define the mass and silhouette, secondary forms break it into planes and features, tertiary forms add surface detail. Where the terms come from, how different artists use them, and how much tertiary detail belongs in the sculpt versus the texture.
- Macro normalsKey termA normal map baked one-to-one from a sculpt that carries only an asset's large forms, blended in the shader with tiling materials that supply the small detail. The standard way to texture big rocks and cliffs without a huge unique texture.
- Sculpting rocks and cliffsGuideA step-by-step process for game rocks and cliffs, from reference and a planned rock set through blocking, planes and detail to baking, tiling materials and assembling cliffs from reusable chunks, with The Last of Us Part I as the worked example.
- Sculpting damage and wearGuideHow to sculpt breaks, chips, cracks and erosion onto stone, brick and other environment assets, and how to decide whether damage belongs in the mesh, a unique bake, a blended tileable variant or a decal.
- Tileable sculptsGuideSculpting a surface that repeats seamlessly, then baking it to a flat plane to make a tileable material or trim. Setting up the canvas, wrapped sculpting in ZBrush and Blender, laying out pieces from largest to smallest, checking the tiling, baking and finishing in Substance Designer.
- Remeshing (DynaMesh, voxel remesh)Key termRebuilding a sculpt's polygons so they are evenly sized again, either across the whole mesh (DynaMesh, voxel remesh) or locally under the brush (dynamic topology, Sculptris Pro). It frees you from topology while sculpting; it does not give you game-ready topology.