1920x997

208F9583-0E3F-479....png

🧵 blendlet here

Anonymous No. 869432

when i sculpt my character and switch from my numpad views (profile and front view), my sculpt looks drastically different in its freestyle perspective view; there is so much distortion.

i watch youtube vids of sculptors that don’t have this issue at all. is my lens fucked or what? it’s set at 50mm by default but even at 80mm it still has the same problem. what lens should i be using?. or how do i fix this? should i be ignoring the numpad views and just work in the freestyle perspective view? or is it the other way around?

pic related, not mine but same problem. the ledditor didn’t specify what lens he used to fix his problem.

Anonymous No. 869434

The numpad view looks orthographic while your viewport perspective is camera based, I don't use blender because I'm not a braindead retard though so I could be wrong due to lack of knowledge

Anonymous No. 869435

>>869432
orthographic has no perspective so it’s not a reflection of an actual 3D space. you should only really be using orthographic view for checking the silhouette

Anonymous No. 869436

Sculpt in perspective mode, only use orthographic to tweak the silhouette.
50 to 80 mm should be good for faces and is what most portrait artists/photographers use.

Anonymous No. 869469

>>869432
Scale is probably off. An 85mm lens on a 30 metre head is gonna look wrong

Anonymous No. 870506

>>869469
how can i adjust the scale?

thanks for the responses so far guys lol i can count on /3/ to keep a thread for a few days.

Anonymous No. 870563

>>870506
I'd add and open a layout workspace tab, press N to open the sidebar to inspect the dimensions of the selected Item, then scale it accordingly with the gizmo or hotkey.
The starting sphere has a diameter of 2.5 meters so it's easy to fuck this up if you're not thinking about it. You'll also want to change the clip start and clip end to something like 0.001 and 100.

1531x890

Untitled-1.png

Anonymous No. 870584

>>870563
lmao thanks, apparently i was working on a scale of a titan, something like 10m. i scaled down to 1.6m on the z axis under "dimension", but i'm concerned about the "scale", since it's not a round 1 anymore and in the decimals. is that ok?

also why does the clip start and end need to be 0.001 and 100? by default it says 0.01m and 1000m. what does this do?

pic related

Anonymous No. 870594

>>870584
It's mostly ok inside blender. Weird scales can affect rigging, physics, exporting, etc. You can always apply the scale and other transforms (search for apply scale in the command palette, hit ctrl+a, or look for it in the menus). It's usually more convenient to do so early.
Clip start and end determine the draw distance of the camera. If the start is too far and you're looking too closely at your sculpt, you can see through the surface. This is more likely to happen now that you're working at a smaller scale. Likewise if the end is too close and your scene is too large, it gets cut off in the distance. There's a finite range of precision, so start can't be 0 and end can't be infinity.
Best pick ballpark numbers that make sense for the scale you're working at, the defaults can be fine until you want to watch something small up close like the caruncle.

Anonymous No. 870601

>>870594
good stuff, thanks anon. i started over so i tested out the apply scale thing and it fixed the decimals to whole numbers again.