Pablo Dobarro's master plan for sculpting and painting, development news

You can use remesh whatever you want, but there are phisical limitations for amount of geometry that can be processed in cpu/gpu. The only way to get ridiculous amount of geo is via multiress (there was even a build of blender that could handle 200mil poly meshes and still be kinda sculpt usable) or use zbrush 2,5d hacks.
Im not sure if you are familiar with sculpting workflows for production but general idea is to block sculpt with remesh/dynamic topology then when all shapes are there make retopology or use autoretopology then go to multiresolution mode, bake all details from blockout phase and then add details. (or just use basemesh and go straight to multiresolution)
In blender autoretopo and multiress are missing. Thats why only stylized sculpt are doable. But they were doable before Pablo work.

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hey i have really bad pc (pentium 4400, 8 gb, 1050ti) and i get like 5 mil per object. i just tried after your post it takes time to calc the remesh but it works it won’t crush blender but it takes time to calc i get around 17.9 mill poly. but its not possible to sculpt in my pc because of 4.5 gb of blender file, no ram left to calc the brush strokes. if you havent tried new builds just give a try. if i use dyntopo my pc lagges for 500k polys.

Multires Switch Sculpt Level operator
https://developer.blender.org/D7560

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Overlays: Add Multires Levels info to Stats
https://developer.blender.org/D7561

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That looks nice.
Would you mind sharing the json of your pie menus?
I’m in love with Pie Menu Editor too but didn’t find the time to make sculpt menus yet.

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Sure. I’ll post the JSON file in the Pie Menu Editor thread. Cc: @Musashidan

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Thanks Metin_Seven!
Will try that tonight.

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Just trying to improve my hardsurface workflow

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Interesting, thanks for sharing.

You only seem to use the old Sculpt Mode brushes, is there a reason for that? I don’t see you using newer brushes like Draw Sharp or Multi-plane Scrape, while those brushes are very suitable for hard-surface sculpting.

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I guess it’s quite hard to see what features I’m using from this timelapse:) Yes, fortunately I didn’t found good reason to use DrawSharp and Multi-plane Scrape. I tried few times, but no.
But I’m using a lot NormalRadius, MeshFilter, FaceSets, Transform tool, Masking, and Remesh of course:)
Would be nice to see how to use DrawSharp and Multi-plane Scrape for hardsuface workflow(no idea at the moment)

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Has anyone heard recently something about what happened to the improvements planned for vertex colors painting? My question is mainly about when things will start to be put into master.

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I even forgot this brush exist… LOL
It’s almost useless without the pinch modifier, IMO…

I’d like to know that as well…
The development of stuff seems pretty random… :neutral_face:

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It is planned for 2.90. However, commits have been pretty slow for every BCon1 release since 2.81 because they keep developing a Beta and Alpha simultaneously. Once the 2.83 Beta is over things will move along faster.

Personally I wish they were a bit more aggressive with pushing changes to early Alpha and worried about fixing stuff later after the Beta is done so the Alpha testers can find bugs and issues as early as possible. If something is breaking too much and can’t be fixed in time the devs should be able to pull stuff out of Master by the time the Beta period rolls out. At least that’s how I see it.

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Yes, it’s now really over a year since.

Yes, agreed. For such things I wished they’d at least put it into the experimental section in the prefs and simply leave it there until it got improved to be ready for release. It could be deactivated per default to do no harm. May not work for every change though, but perhaps for vertex painting. :wink:

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But together with Pinch it’s often better than Crease brush, or than regular Draw brush with sharp falloff.

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Yeah. If pinching was added I wouldn’t even bother with the Crease brush since Draw Sharp produces better results. Wouldn’t mind seeing the Crease brush gone by that point, honestly.

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The point is, the goal of the draw sharp brush was to have something similar to the dam_standard brush, and without the pinch modifier it failed it’s purpose. Of course we can find nice usage for it…

But that’s not Dobarro’s fault, he actually made it, as we know… But I don’t know who’s the person he asked to review it… and that person didn’t do it’s job and never said anything. Weird stuff…

Personally, I kind of like the fact that Draw Sharp doesn’t pinch, but works pretty straightforward. For really sharp creases I’m using the Multi-plane Scrape brush these days. But it would be nice to have a Pinch value / slider for the Draw Sharp brush. If that would be added I agree with @Frozen_Death_Knight that the Crease brush would become obsolete.

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There’s no dev entered as reviewer at all. Seems it never made it that far. Last hope on this is if the different brushmethods really become merged into a freely customizable one.

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In next car I use FaceSets much more intensively. Really helps for hard surface when mix with Pinch+Smooth.

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