06/28
Preparing 3D Models for Sculpting
So you have decided to step into the amazing world of digital sculpting? Before you get your feet wet, here are some tips on how to prepare your models for sculpting. When preparing a model the most important thing is having good topology on your model. This means having edge loops that are consistent and spaced out as evenly as possible.
Tip – Quad Model
One thing to strive for is a fully or near fully quad (four sided polygons) model.
Now before you scream at your computer that game engines accept triangles remember that this is only considering your sculpting programs. Programs like Zbrush and Mudbox work very well with models that are fairly quad.
Bad Topology for Sculpting
Below is an example of a model with bad topology for sculpting.

Why is it bad?
Model is way too dense, and edge loops are really tight. Areas like the upper thigh, breast, and shoulder are prime examples. The area around the belly button is poorly built with geometry packed in there like a luggage bag. As a result the sculpting program will multiply the existing geometry, meaning areas with geometry that is tight is likely to create areas that pinch.
Good Topology

The first thing that pops out at me is that the topology on the model is evenly spaced. Another thing is that the model is fully quadded, creating the best way to get maximum results out of your sculpting program.
In closing the best way to figure out what works for you is too simply practice. So roll up those shirt sleeves, and get to work!
About the Author
Aaron Forney is a 3D Modeler in Arizona who is taking his free time to dedicate tutorials and resources for Creative-Le Studio. Working temporarily as a freelancer, his main goal is to work in the game industry as a 3D Modeler specializing in Character Modeling.


