3

A lot depends on how your character looks like (is it stylized or realistic, how simple its form, etc) But generally after you finished sculpting you do retopology and UVs. Then, when you have both high poly and low poly versions done you can bake a normal map, AO, and displacement (if needed) from your high poly mesh to the low poly version. Then you start ...


2

You can use the Wrap Tools addon by Rich Colburn, video here: Create your object, rip it (V) along the seam you want to create, open the N panel > Extended Tools, click on Create UV Shape, it will create a shape key for this object: Back to Object mode, go into the Shape Key panel, select the second one and put the Value to 1 to "unwrap" the ...


2

You should be looking at the subdivide operation. Here, in edge mode, I've selected two edge rings (ctrl alt RMB on edge, then shift ctrl alt RMB on edge, at least for me; interfaces may vary depending on startup interface choices) on the left, and then used a subdivide operation. I accessed the subdivide via the context menu ('w' key for me) followed by ...


1

When you are satified with your simulation, go to your domain object, then the modifiers tab(wrench icon). Then click the arrow down and press apply. Your simulation is now permanently there.


1

Node Wrangler has different keymaps and shortcuts depending on the version of Blender you are using it with. In recent versions of Blender Ctrl–Shift–LMB is not the shortcut for lazy connect. You can verify this by editing Preferences, going to the Add-ons tab, and finding Node Wrangler. If you search the keymap for lazy you get If the shortcut for lazy ...


Only top voted, non community-wiki answers of a minimum length are eligible