The big Blender Sculpt Mode thread (Part 1)

Identities revealed… sounds like BlenderArtistsLeaks! :grin:

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I think there are plans for multilayer texture painting but will take time and the development will probably start once Pablo feels satisfied with the sculpting tools in Blender.

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Now that UDIMs are supported, it seems like the perfect time to add it. I don’t get any new updates to Substance Painter so I can’t take advantage of it their and I have no idea if Quixel Mixer will support UDIMs, so right now Blender is the only way I can paint in 3D across tiles.

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Clone Wars :rofl:

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Eagerly waiting for Vector Displacement Mesh Brushes (VDM) in blender.

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Do you make use of VDM brushes in ZBrush? To me it turned out to be a much-anticipated gimmick with not much extra use than regular alphas. Even for stylized fur I prefer conventional alphas.

Besides, you can already use vector displacement on a material level in Blender.

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Dont forget 3DCoat. Let you paint PBR across Udim tiles for a long time.

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I just felt like gushing a bit about the Slide Relax brush. Probably my favourite feature that came with 2.82. So freaking good when working on retopology and dealing with problem places in your mesh. Would be so good if it was available in Edit Mode as well since the devs wanted Edit Mode to be Retopology Mode as well (Would personally want a separate mode for it, but I digress.).

What are you guys’ favourite features from 2.82? :partying_face:

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Since I’ve been using the latest alpha builds for a long time now I’m a bit confused when it comes to which feature came with which Blender version, sorry. :slightly_smiling_face: But my latest love is the Cycles viewport denoiser in 2.83 alpha.

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I was thinking more about the free/affordable options. Isn’t 3DCoat over $500? Obviously there are other things like Mari, but that’s way beyond the budget of most artists.

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I hope in future viewport denoising works without requiring Optix too. Thinking about future AMD users.

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That should be possible. Luxcore and the Bone-studio builds have OIDN denoiser in the viewport and it’s pretty quick (I guess still slower than Optix, but better than nothing). IIRC the viewport denoising implementation has this possibility to use different denoisers, but there’s no choice right now.

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Yes, the native Blender denoiser is not fast enough yet to be used in the viewport, but OIDN is, so it will probably soon be added to the Viewport denoisers rollout.

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What about the Intel Open Image AI denoiser?

That i thought too as it is already in use for rendering, maybe if optimized it could be used? dont know. It wont affect myself much as i use mostly Eevee to preview pbr and predict how it looks in unreal, i just thought more about other users needs who need Cycles viewport denoiser.

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There’s already a patch made to use OIDN in the viewport, you can try it out in here

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Dyntopo Roadmap

https://developer.blender.org/T73934

PBVH_TEXTURE Design

https://developer.blender.org/T73935

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I’ve feared Pablo would break my heart like this for a long time. :cry:

But seriously, Voxel Remesh is just not on par with ZBrush Dynamesh. It still changes a sculpt too much each time you remesh your model. Some parts lose details, other areas show a crudely angled polygonal structure, and parts that are close to each other such as fingers risk melting together. I also dislike having to keep track of polygon stretching and manually remesh frequently. It feels like taking a step back when compared to dynamic topology sculpting.

Cranking up the voxel detail level is undesirable because it makes the mesh less suitable for manipulation (smoothing gets harder, etc.).

I guess an important cause of the voxel remesh issues is the lack of a really efficient smoothing / averaging / rounding algorithm to translate the OpenVDB voxel cage to a rounded mesh.

The best OpenVDB voxel remesher I know for Blender is still OpenVDB Remesh by @ambi. It features really good smoothing, which brings it almost on par with Zbrush Dynamesh.

Concluding: ZBrush Dynamesh is better than Voxel Remesh, and ZBrush Sculptris Pro offers dynamic topology sculpting with no noticeable speed difference from the Dynamesh workflow, while Blender’s Dyntopo will probably be set aside to perish. I think that will make Blender lose a powerful, dynamic creation method, and I will personally seriously consider a return to ZBrush for sculpting again.

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On the one hand, I agree with your statement, but on the other hand, I don’t. Because if there’s an alternative that can be improved than maintaining something old.Why would you panic?Pablo never offered anything without an alternative. So I’ll wait for his decision.

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I expected this. He added many useless features for dyntopo users and now wants to remove it.

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