It was made with 3dsmax Zbrush, so i found myself asking if Blender can be used for these type of modeling or if this is just one part where Zbrush excels over Blender. Did a lot of search but cannot find any Blender tutorial on this type of modeling
It’s going to work roughly the same. Doesn’t look like there’s anything special about the sculpting technique, you need the correctly shaped interlocking pieces in a mesh that’s suitable for 3D printing. Blender can make spheres, cylanders, and booleans. And you can sculpt the face and body as usual.
Start with a video on sculpting Blender if you’re not familiar with that. Check out stuff on prepping models for 3D print after.
I’m not talking about pore level detail. I’m talking about general detail as in Sideshow level of detail.
Also, the OP example is 1:12 scale(150mm) and even with consumer 8K printers we can now print pore level detail at 1:12.
I work in this field, mostly creating 1:12 scale collectibles and I’ve tried to introduce Blender into my pipeline on several projects and the poor performance makes it unusable. A lot of the work I do is up to 200 million triangles during the working phase before final print prep. Blender simply cannot handle this amount of data without the performance hits.
So you’re saying that the example I posted could only be done properly with Zbrush and not blender? In my case i am not actually looking to print them out, i am trying to create action figure like models and then try to animate them on Adobe CA.
What you posted could be done in Blender. @mushankar_blend is talking about pore level detail, which your reference image doesn’t have. It’s all about level of detail- ZBrush can handle more detail, but Blender can handle enough for something like that