Sculpting - Creating geometry vs. Creating displacement

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  04 April 2013
Sculpting - Creating geometry vs. Creating displacement

Hello all,

I have just started experiementing with sculpting as part of the Cinema 4D workflow (I'm a graphic designer, and we generally use C4D for packaging structures rather than character modeling) since it's part of the new R14 package. I noticed that sculpting in C4D is basically only a displacement/normal workflow. That is, if your base mesh is simply a sphere, it's not wise to try to pull a large, intricate shape out of it (like a tree). It would be better to model the tree in a low-poly way and then add detail to it.

I notice in apps like Zbrush, sculpting is often done starting from simply a blob (in YouTube videos). Then at the end they go in and do a low-poly topo and calculate the normals and displacement. Is that because Zbrush is just a unique case and you're actually creating new geometry as you sculpt? Does Mudbox also do this?
  04 April 2013
Mudbox will do it to a limited degree; you can move points around, but you can't change topology (Mudbox 2014 might change that; I'm not sure).
  04 April 2013
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