Book Image

Sculpting the Blender Way

By : Xury Greer
Book Image

Sculpting the Blender Way

By: Xury Greer

Overview of this book

Sculpting the Blender Way is a detailed step-by-step guide for creating digital art with the latest Blender 3D sculpting features. With over 400 reference images, 18 Sculpting in Action videos, and dozens of 3D sculpture example files, this book is an invaluable resource for traditional and digital sculptors looking to try their hand at sculpting in Blender. The first part of the book will teach you how to navigate Blender's user interface and familiarize yourself with the core workflows, as well as gain an understanding of how the sculpting features work, including basic sculpting, Dyntopo, the Voxel Remesher, QuadriFlow, and Multiresolution. You’ll also learn about a wide range of brushes and all of the latest additions to the sculpting feature set, such as Face Sets, Mesh Filters, and the Cloth brush. The next chapters will show you how to customize these brushes and features to create fantastic 3D sculptures that you can share with the ever-growing Blender community. By the end of this book, you'll have gained a complete understanding of the core sculpting workflows and be able to use Blender to bring your digital characters to life.
Table of Contents (12 chapters)

Inserting meshes and cutting holes with Booleans

In the Creating and transforming primitive objects section of this chapter, we learned about adding new primitive shapes. This can help us create new shapes, but what about carving holes in geometry? We saw how useful carving a negative shape out of a model can be in the Using Metaballs to build blob-like 3D forms section of this chapter. However, the Negative option only works for Metaballs. If we want to do something similar to a mesh object, we have to use the Boolean modifier.

Getting ready

We'll start this section with a fresh Blender scene by using the File | New | Sculpting preset. Turn on the Cavity Viewport shading option so that we can visualize the depth of our geometry.

We'll be adding and moving objects around with our transformation tools, so make sure you understand the tools that were laid out in the Creating and transforming primitive objects section of this chapter.

How to do it…