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)

Chapter 4: How to Make a Base Mesh for a 3D Sculpture

The sculpting workflow has two distinct parts. In the first part, we create the major forms of the sculpture, such as the torso, legs, arms, fingers, head, nose, ears, and mouth. In the second part, we create the minor forms and details of the sculpture, such as the tight creases of the sculpture's lips, fingernails, wrinkles, skin pores, scars, and more.

The mesh that we create in the first phase is known as a base mesh. A base mesh is a model with simple geometry that supports all of the major forms that we want to have in our final sculpture. Once we have a base mesh, we can enter the second phase with the powerful multiresolution workflow and begin adding details to the model. We will learn all about this second phase in Chapter 5, Learning the Power of Subdivision and the Multiresolution Workflow.

Creating major forms of the model can be done in numerous ways. One way is to begin with a basic sphere and sculpt in...