clayground✳

Guide

How to sculpt a character in VR

The order I work in, from a lump of clay to a character with an attitude. It works in any sculpting tool.

Two sculpted characters, a pink bird and a purple bear, standing on a subway platform in AR

1. Start with one big shape

Begin with a single ball for the head or body. Resist adding features. Decide the character’s silhouette first: round and friendly, tall and grumpy, small and spiky. A strong silhouette reads from across a room. Never sculpted in a headset before? The VR sculpting basics cover your first ten minutes.

2. Block the head

Push in eye sockets, pull out a brow and a nose, and add a lower jaw. Use Smooth between every change. Turn the head often; a face that looks good from the front can look flat from the side.

3. Use symmetry, then break it

Symmetry gives you matching eyes and ears in seconds. Once the basic face works, turn it off and nudge one eyebrow, tilt one ear or twist the mouth. Small asymmetry is what makes a character feel alive.

4. Add parts on separate layers

Put ears, horns, arms and hats on their own layers so you can move, resize or delete them without damaging the head. Layers also make animation possible later.

5. Colour last

Paint big colour areas first, then details such as pupils and cheeks. Keep a limited palette of three or four colours; it looks intentional and cleaner.

6. Save and export

Save often. When you are happy, export a GLB to show it off, drop it in a game engine or take it into Blender.