Digital sculpting

Biggle_Bear

Gang Hero
Yak Comp 1st Place
Honored Tribesman
Nov 1, 2017
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So a friend saw some of my sculpts and has been suggesting sculpting digitally. It sounds interesting but I think the only computer that would manage the processing power is my wife’s work laptop. That’s not happening.

Has anyone given Blender a serious go? How would someone give it a try?
 
I used to mess around a little bit in Blender a few years ago - before the big user interface rewrite. It was a mess back then, really powerful but seemingly designed for aliens. The new UI seem to be a ton better, and since it's free there's nothing lost but time to try it out.

Quick googling found this guide: https://renderguide.com/blender-sculpting-tutorial/ - it might mean more for someone who's more into sculpting with clay than I am?
 
I've done a bit of digital sculpting with Blender and found it reasonably approachable. There's a few tricks one has to keep in mind (like using the remesh tool) to prevent the geometry from getting computer-chuggingly complex that I imagine tutorials will cover. I sculpted the gnarlers for this model using Blender.

The mirror tool is also quite cool - allowing for sculpting symetrically.

I've not sculpted with it as much as I'd like as by the time I had the hardware life had deprioritised sculpting for me, alas.
 
I do have experience with zbrush although haven't done much with it since getting married about 6 years ago now. I did experiment a bit with blender and found it to be ok but very messy to use and there were very few tutorials available back then. That might have changed now.
 
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Speaking of menus, one of the cool things about Blender is that the menus can be drastically reconfigured and the setup is then part of the file one saves. This means that the default new file can be set. For example I have all the animation stuff disabled because it's irrelevant to my needs.

I tried to use it to model my house, I spent about an hour just trying to locate the menus I needed the gave up.

Good luck!
I know what you mean - I use TinkerCAD for stuff like that because it's beholden to what can exist. Blender isn't.

It might seem like a weird thing to say but if you've ever played a 3D video game you'll have encountered objects that can't physically exist. For example trees often have their leaves as 2D models. They're not really thin, they literally have zero thickness - something that's possible in a digital environment but not in the real world.

A while ago I modified the Tiny Tina model from Borderlands 2 so that I could print her for the missus (Tiny Tina in that game will sometimes shout "Nap time!" and faceplant onto her bed. The wife has narcolepsy and this cracked her up). Tiny Tina's skirts are textures (as in pictures) on top of some geometry that doesn't fully connect with her midriff - because they don't have to. This is what's known as "non-manifold".

So here's a cube with one side missing:
image.png

No matter how far we zoom in, the walls have zero thickness.
image.png


CAD software doesn't allow for this because it's designed for physical objects, as I understand it. Blender is more general purpose and is fine with whatever you want to do.
 
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