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)

Using the Skin modifier to turn wireframe structures into thick skins

In the Creating a base mesh with box modeling section of this chapter, we tried out several tools in Edit Mode. These techniques will be useful for several other types of base mesh creation. One way to enhance our modeling workflow is to use modifiers.

Modifiers are a type of non-destructive editing in Blender. They work by taking input geometry (the unmodified model), then dynamically performing some kind of modification, and outputting that modified result. This is excellent because we can keep changing the input geometry and have the result update automatically while we work.

In this section, we'll take a look at a modifier that will create thickness around the edges of a model to create a base mesh for a character's body.

Getting ready

We'll start this section with the General preset. Choose File | New | General to create a new Blender project. Once we have a fresh scene, we can try...