The big Blender Sculpt Mode thread (Part 1)

Sculpt: Sculpt plane cursor preview

https://developer.blender.org/D6324

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I wonder how Quad Remesher compares to the recently integrated quad remesh?
But it seems Quad Remesher produces the problematic spiral edges, that were also present in the first versions of Zbrush.

Would be great to have the ability to paint guidelines with the grease pencil like in Zbrush’s remesher.

I think that’s planned at some point by Pablo Dobarro :slight_smile:

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Sculptris Pro is further development of Sculptris which came out over 9 years ago while Blender Dyntopo came out ~7 years ago IIRC.

Also ZBrush is focused on 3d sculpting, an area in which it is the uncontested market leader, Blender has had a lot less funding while working on a much wider feature set. I think your expectations are quite unrealistic.

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This would be a fair comparison if Blender had a team focused on sculpt alone and some of its development didn’t depend on someone being actually interested on Sculpting. We’re blessed we have Pablo now (god knows how many (or few) new features we’d have if we got someone less passionate or knowledgeable about sculpting).

Sure, Pablo seems to not like Dyntopo very much, but I think he’s going to improve it down the road or add some function to the Voxel Remesher that will allow adaptative remeshing based on detail.

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I wonder whether something like that might be possible. Like specify the maximum step height between voxels and then the local voxel size is increased or decreased depending on the detail in the mesh in order to keep this below the specified value.

A bit like this:

https://www.researchgate.net/figure/Hybrid-adaptive-particle-simulation-2D-show-ing-particle-and-octree-structure_fig1_220862143

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Is there a cavity based, voxel quadriflow remesher technic,

Sounds stupid.

I am currently using it and all i can say is that it is working pretty well and i have experience in all scuplt software.

My past 2 weeks were spent sculpting all sort of relief and object and my workflow was much better than i formerly expect it.

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What result would you expect from such technic? :thinking:

Better topology Maybe?

Yep this is exactly the only reason i was missing zbrush that darn zremesher that we now have for blender so they can keep their cluster bloated UI all for themselves! :rofl:

OH and not to forget they have no 3d connexion support and this for me is a big no no! Sculpting without it is like trying to pick your nose with a boxing glove!

Best thing to do is installing it. There’s a free trial period. In general, Quad Remesher results in much better topology with strategically placed edge loops.

Quad Remesher = ZRemesher 3.0 (the latest ZRemesher in ZBrush 2019+), but yes, there are still occasional edge loop spirals. Even if there is some edge loop spiraling, the subdivided result still looks great. And you can influence the edge loops by assigning smooth groups or materials to parts of your model. Read the FAQ and tips in the Quad Remesher thread at Blender Artists.

It’s planned for an update. To my experience though, using the ZRemesher Guides brush in ZBrush often complicates the solution, forcing the algorithm to twist and turn the topology to match your guides, resulting in problem areas elsewhere.

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Thanks a bunch for these infos.

I will give it a shot.

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It should also be noted that ZBrush has the PhD who literally invented the infinite sculpting algorithm on their team. Blender will forever be playing catch up to organizations who can nab the best and brightest minds from academia.

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Wow, what’s that infinite sculpting ?

Who is we? Is there a Linux version now? Btw. still no info/warning about that on the page…

As far as I remember there’s no plan to port it to Linux, it’ll depend on the demand, so if you plan to buy it only if it comes to Linux, please send him an email.

There’s also an script that runs the addon executable through Wine while using the Linux version of Blender. I’d love to see an native port, but the dev should take a look at this script, compare performances and maybe offer it as an option while he does an official port.

Probably the paper that originated Sculptris, Dyntopo and other dynamic mesh sculpting tools.

Exactly. I’m usually pretty critical of some of Blender developments (especially the lack of focus on Sculpt before Pablo showed up), but some people look for reasons to complain where there’s few or none…

As simple as this.

We Blenderheads. :slightly_smiling_face:

No official Linux version, but this seems to work fine.

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