← The whole toolkitTool 02 / Sculpts
Sculpting & Detail
Push the form until it lives.
Anatomy, cloth folds, armour plates and honest wear. Detail is where a character stops being a model and starts carrying a history, so every pass is judged against who they are.
Start a sculpts brief
Form / Material / Intention
What we make
Something useful
Something useful
at the other end.
- A high-detail sculpt of the agreed character
- Secondary detail passes for cloth, gear and surface wear
- Bakes or decimated exports where the pipeline needs them
Sculpt density and bake targets are agreed up front. Likeness work from a real person requires permission and its own scope.
Bring to the workbench
A starting point
A starting point
is enough.
- A base model, or a modeling brief to start from
- Reference for the level of realism you want
- Where the detail has to hold up: close-up, engine or print
From first sketch to handoff
-
01
Establish primary anatomy
-
02
Review the detail language
-
03
Refine secondary and tertiary passes
We agree the scope, review moments and delivery formats before production. Feedback has a place in the process.
See the thinking in a project
Halo Guardians
A personal cast study connecting a compact visual symbol to a family of characters, their gear and their campaign imagery.
Explore project