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<metadata xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:dc="http://purl.org/dc/elements/1.1/"><dc:title>Designing and sculpting a fantasy character in the software Blender</dc:title><dc:creator>Cvetanoski,	Ognen	(Avtor)
	</dc:creator><dc:creator>Kolmanič,	Simon	(Mentor)
	</dc:creator><dc:subject>Blender</dc:subject><dc:subject>Digital sculpting</dc:subject><dc:subject>Modeling</dc:subject><dc:subject>Design.</dc:subject><dc:description>This thesis delves into the visual communications and techniques of 3D character sculpting within the Blender software. The objective of this study is to understand how each element from visual communications and graphic design theory is crucial for the creation of a coherent, intriguing and engaging character.
Through an extensive look at the three sculptural tenets, the research presents an overview of the necessary guidelines to be considered for any sculpting process. Furthermore, we sketch the first iteration of our character upon analyzing already existing fantastical characters.
In this study we delve into the basics of the Blender software and its sculpting capabilities along with its various tools and brushes. Additionally, we focus on the creation of realistic materials which are going to be rendered in the software's own Cycles render engine. Lastly, in the postprocessing stage we will elevate the final product to appear more striking and appealing for the audience.</dc:description><dc:publisher>[O. Cvetanoski]</dc:publisher><dc:date>2023</dc:date><dc:date>2023-09-19 20:21:01</dc:date><dc:type>Diplomsko delo/naloga</dc:type><dc:identifier>85930</dc:identifier><dc:identifier>UDK: 004.9:73(043.2)</dc:identifier><dc:identifier>COBISS_ID: 172813059</dc:identifier><dc:language>sl</dc:language></metadata>
