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 standard clay eyeballs

While we sculpt in 3D, we tend to think of our polygons as clay instead of geometry. We learned about the MatCap shading option in the Customizing solid shading mode with the pop-over menu section of Chapter 1, Exploring Blender's User Interface for Sculpting, which gives the sculpture a clay-like appearance. MatCaps also give us better performance in the 3D Viewport so our computers can commit more resources to the sculpting brushes instead of shading.

Eyes look better when they have some kind of shininess to their surface. It would be nice to be able to assign a shiny MatCap to the eyes while using a matte clay MatCap for the rest of the sculpture. Unfortunately, at the time of this book's publication, Blender does not support assigning multiple MatCaps to different objects. We must share a single MatCap between all objects in the scene, so we need a different solution.

This problem predates digital sculpting, so we can learn a little...