- Well now that we've done the modeling…and the UV mapping of our hammer here,…we can now begin thinking…about the sculpting.…But we're not going to sculpt on the actual object here.…This is the object that we're going to take…into the game engine.…We need to make a duplicate of this…so that we can prepare it for sculpting.…And then what we'll do is we'll actually project…or bake the sculpt information…from the high resolution model…to the UV maps of this low resolution model.…
So to create the one we're going to sculpt on,…I'll just select this.…I'm going to go ahead and rename it over here…in the Outliner.…I'll call this low poly hammer.…Now I'll just press Shift D to duplicate it…and press Enter.…So now I have this new hammer…in the exact same place…as the original.…Now I'll just move this from layer one.…I'll press M to move it to a new layer.…I'll move it to layer two.…
Now let's go take a look at it.…Here it is.…Same thing.…But let's rename this one.…We'll call this high poly hammer.…This is the one we're going to sculpt on.…
Author
Released
1/11/2016- Modeling a symmetrical object in Blender
- UV mapping objects in Blender
- Creating high-poly sculpt details
- Using the sculpt and mask brushes
- Creating fine details
- Baking and applying texture maps
- Importing and testing texture maps in Unity
Skill Level Intermediate
Duration
Views
Related Courses
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Blender: UV Mapping
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Blender: Vehicle Modeling
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Creating an Interior Scene with Blender
with Darrin Lile2h 27m Intermediate
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Introduction
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Welcome44s
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1. Modeling the Hammer
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Modeling the hammer head4m 28s
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Modeling the handle5m 52s
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Modeling the accessories8m 55s
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Finishing the hammer5m 4s
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2. UV Mapping the Hammer
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UV mapping the hammer head4m 46s
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UV mapping the handle5m 7s
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UV mapping the accessories2m 59s
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Finishing the UV map3m 30s
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3. Sculpting the Details
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Creating a high-poly version8m 15s
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The Multiresolution modifier3m 15s
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The Sculpt Brush4m 45s
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The Mask Brush7m 38s
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The Anchor tool5m 33s
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Creating fine details5m 57s
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4. Baking and Applying the Textures
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Conclusion
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Video: Creating a high-poly version