I would hide everything but the two hands, click and highlight the "Local" button that's both to the right of your canvas, and in the quick menu that pops up when you right click. That makes the camera pivot around wherever you last used your brushes.
While using symmetry, of course.
As MoP suggests would also work, but I only use smart resym if I've somehow managed to do extensive sculpting and forgot to use symmetry. Happens sometimes when I'm very tired. Smart resym is sometimes a bit buggy for me.
[EDIT] Oh, and of course when I use stencils and need the result to be mirrored, then smart resym is darn handy.
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As MoP suggests would also work, but I only use smart resym if I've somehow managed to do extensive sculpting and forgot to use symmetry. Happens sometimes when I'm very tired. Smart resym is sometimes a bit buggy for me.
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Have you tried taking it to the lowest sub-d level, smart resyming there, then resyming each sub-d level up to the top? I've been lucky to not have a lot of problems with it, but that worked when it has come up.
(edit) keyword "not" in "not have a lot of" is pretty important there
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Have you tried taking it to the lowest sub-d level, smart resyming there, then resyming each sub-d level up to the top? I've been lucky to have a lot of problems with it, but that worked when it has come up.
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I haven't, but I'll give it a try next time I need it. Thanks for the tip
Its pretty simple, just turn on Local Transformations. (its right there in the vertical toolbar on the right of the canvas). I have it set to hotkey ctrl+L. Wherever you're brush touched last will become the pivot point.
While MoP's method will work fine, it does raise the possibility of killing the symmetry beyond what smart resym can fix if you're sculpting and you're completely unaware of what's happening across x. Sometimes this happens, plus you need to resym for each subD level. I find Local Trans much easier. Be sure to hide the rest of the model, then make your hands into a polygroup of their own so you can access them easily. Then sculpt with Local Trans on.
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While using symmetry, of course.
As MoP suggests would also work, but I only use smart resym if I've somehow managed to do extensive sculpting and forgot to use symmetry. Happens sometimes when I'm very tired. Smart resym is sometimes a bit buggy for me.
[EDIT] Oh, and of course when I use stencils and need the result to be mirrored, then smart resym is darn handy.
THX man!!!
As MoP suggests would also work, but I only use smart resym if I've somehow managed to do extensive sculpting and forgot to use symmetry. Happens sometimes when I'm very tired. Smart resym is sometimes a bit buggy for me.
[/ QUOTE ]
Have you tried taking it to the lowest sub-d level, smart resyming there, then resyming each sub-d level up to the top? I've been lucky to not have a lot of problems with it, but that worked when it has come up.
(edit) keyword "not" in "not have a lot of" is pretty important there
Have you tried taking it to the lowest sub-d level, smart resyming there, then resyming each sub-d level up to the top? I've been lucky to have a lot of problems with it, but that worked when it has come up.
[/ QUOTE ]
I haven't, but I'll give it a try next time I need it. Thanks for the tip
While MoP's method will work fine, it does raise the possibility of killing the symmetry beyond what smart resym can fix if you're sculpting and you're completely unaware of what's happening across x. Sometimes this happens, plus you need to resym for each subD level. I find Local Trans much easier. Be sure to hide the rest of the model, then make your hands into a polygroup of their own so you can access them easily. Then sculpt with Local Trans on.