The big Blender Sculpt Mode thread (Part 1)

I don’t understand how people can use “Fast Navigate” mode, as it looks it always seemed like a bug to me. Those fast changes in the geometry when navigating make me lose focus of what I was looking at, it distracts me, it makes my eyes tire, it makes me dizzy. I understand that Multires is slow, but I would never use “Fast Navigate” even with lags in sculpt mode.

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You are supposed to use it when silhouette of model is sufficient to give you indication about angle.
The idea is to go from Front view to Side view by passing to an in-between view.
You already know what view angle you want to sculpt on before orbiting.
The goal is to reach pertinent view, quickly, not to look at your model details during the movement.

If I turn around a Suzanne, I don’t care about stroke I just created ; I know that I want to sculpt top or back. So, as a reflex, I automatically focus on ears to know if I am looking to front or back of model.

Of course, if your basemesh is sphere of sculpting template ; you can’t work with Fast Navigate.
When I want to inspect the model, I switch to object mode or I disable the option.

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We ought to be able to control how many subdivision steps down it goes, I think.

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Well, actually gives a strange feeling… :crazy_face: :crazy_face: :crazy_face:
But anyway better than having your pc all clogged down…

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I hope Blender work some more on most common painting features perhaps ?

  • layers
  • masking by levels or colors
  • curves
  • lines, circles, boxes and common shapes
  • common filters (edge detect, blurr, and others)
  • alpha library and proper panel display
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rectangular and circular marquee selection tool

save selection as black and white image

convert image to selection

convert image to mask in sculpt mode

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Boundary Brush
https://developer.blender.org/D8356

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What…? :expressionless:

Jokes aside, pretty neat! Can already think of multiple uses for this. Like when making folds for clothes for instance. :partying_face:

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Exactly my thoughts.

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Yes, undeniably another fine tool that extends Sculpt Mode possibilities. This is going to rock in combination with a Solidify modifier. :+1:

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Errr… well, OK.
Now I’m expecting the arrival of the ‘text brush’ any day. For writing textfiles in sculptmode. Blender needs it. :crazy_face:

greetings, Kologe

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Yes. Demo is not great.
That is a tool to model cloth in sculpt mode demoed on simple shape with a relatively low polycount.
Contrary to what Pablo claims, that is not hard to that in edit mode.
Anybody knowing already existing modeling tools, should feel that is as efficient to use proportional editing tool, bridge some edge loops, use curves, Looptools or Bsurfaces official addons.

But if this thing handles multires levels ; that could be useful.
I think that if the tool is improved to handle Face Set Boundary : it could become very useful for any case, not only clothes.
After smoothing a face set boundary, being able to readjust it with those deformations directly in sculpt mode, without having to hide everything else and to switch into edit mode : that would make a lot of sense.

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ZBrush strikes back… :rofl:

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I was about to share this video. Pixologic stealing Pablo’s ideas now.
Now they’re even.

Edit: I was joking obviously. Those tools look great!

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People at Pixologic are really smart and they truly know how to market their product… all these cloth/dynamic stuff didn’t come from nothing so obviously they have been watching & working hard too, i think if they find a possible way to put a realtime renderer in Zbrush they would actually do it.

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Too bad FOSS can’t patent anything, the commercial apps. can just copy whatever Blender does as long as the code was not directly pilfered, but FOSS can’t do the same with certain features in commercial apps.

Also note the comments for that video, it is like Blender doesn’t even exist (as they act like Pixologic is the first to bring realtime cloth to the modeling process).

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Arguably it would be bad for the end users if things like this could be patented. Imagine someone patenting IK, layers, nodes as a concept or a brush based sculpting, painting workflow.

Also, I’m not sure if Blender would have ended up with a cloth brush at all if that’s something that could have been patented. 3DCoat had that thing laying around for a while.

I’d say the more softwares build on concepts of others the faster the progress will be. You gotta stay in competition. In the end it’s great for the users.

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Interesting stuff.

Like @dan2 wrote, a cloth brush was already present in 3D-Coat before it was added to Blender Sculpt Mode, but yeah, developers (and artists and manufacturers, etc.) copy good ideas from each other. After all, a lot of Blender’s Sculpt Mode tools and features are copies of ZBrush tools and features.

Personally, I’m looking forward to the dynamic thickness and the speed improvements. And I’m curious what the ZModeler improvements are.

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