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)

Creating a clay material for the sculpture

Up to this point, our sculptures have been displayed with a default light gray material. But it doesn't have to be like this! We can create custom materials for our sculptures to make them look like they are made out of wood, metal, dirt, or any other substance we like.

Important Note

While sculpting, we used MatCaps to preview what our sculptures would look like with different colors. However, MatCaps are not the same as materials, and they can't be used for rendering.

Materials for rendering can be created using the Shader editor. Most modern render engines use Physically Based Rendering (PBR), also known as Physically Based Shading (PBS). This means that we can represent an almost limitless variety of materials with different colors, roughnesses, metallic properties, emissive properties, and much more by dialing in properties of the shader nodes using a standardized set of values. These values are based on the properties...