The big Blender Sculpt Mode thread (Part 1)

I really, really need the new and improved brushes to get added to the master branch as well. Some of the live versions of certain brushes produce frankly quite ugly results compared to what I managed to do with the sculpt branch (i.e. the Flatten and Crease brushes). The only problems I have with some of the brushes are that they perform significantly slower compared to other brushes (i.e. the Draw brush is significantly faster than the Clay one, which is super slow), but these new improvements to brush performance may fix most of that.

Frankly, the new stuff he has added have all been fantastic, and after sculpting the last few days, it has been remarkably stable (that model I showed earlier in this thread hasn’t crashed once since Friday). Even been able to sculpt on 5+ million verts meshes without my computer slowing down to a halt.

One feature I do hope he keeps working on is the transform tools Move and Rotate. Without resorting to using the 3D Cursor (which doesn’t exist in the toolbar in Sculpt Mode), it is kind of hard moving the transform tools around properly. A better way to do so would make those much more powerful for sculpting. Also, Scale needs to get added as well. Really useful for enlarging parts of your sculpt than having to resort to the Inflate brush when using masks.

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Still nothing related to the voxel modifier, I think.

Daaamn…Pablo is a machine!

https://twitter.com/pablodp606/status/1160961114273910785

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Agreed. Meanwhile you can use the Pinch/Magnify brush in Anchored stroke mode. If you want to magnify, hold the Control key.

Nice! :+1: I wonder if he read my suggestion to use Laplacian deformation for this. I had also tweeted it to him. But this is probably wishful thinking, he probably came up with a better approach, like a smoothly feathered invisible mask combined with auto-rotation. :slightly_smiling_face:

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Blender will become pretty decent for low poly sculpt. :slightly_smiling_face: :thinking:

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Who knows…maybe he did read your suggestion. :smiley: hahaha My secret wish would be that he teams up with the guy who is the author of the quadremesher so that the two of ´em would create a beastly remesher tool for blender! (wishful thinking) :slight_smile:

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That would be heaven. I’m going to dream of this tonight.

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hahahaha :smiley: indeed…that would be gorgeous!! I guess pretty much everyone here will dream of this tonight!! :wink:

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The nice thing is that you will probably see exact this feature in other apps pretty quickly.

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Pixologic probably has a special task force monitoring this thread and Pablo’s Twitter around the clock in 8-hour shifts.

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Not so nice then. :smile:

that will sound off the Alarm at Pixologic’s HQ :yum:.

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You read my mind.

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Zbrush has nothing to fear (yet?). It’s performance on high poly meshes is high level witchcraft. :rofl:

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At least the BF made a move to hire him for paid development work before Pixologic did :slight_smile:

Though Pixologic by now probably has a massive pile of cash due to having the only professional-grade sculpting solution since…sculpting features were invented I guess (as Mudbox didn’t last long).

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Zbrush…A professional sculpting software which will let you create astonishing sculpting artwork.
Pablo Dobarro: “Hold my beer,…”

:smiley: :smiley: :smiley:

Naah, I don´t wanna fanboy too much here as there is still plenty to improve in the sculpting department of blender. But Pablo´s work has been extremely impressive so far! I just hope in a couple of years the gap between Zbrush and Blender will get smaller with the work he will do.

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Agreed. What I’m getting more and more excited about is Pablo proving he doesn’t just imitate ZBrush, but tries to push sculpting forward with his own improvements and additions.

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! In T67509#734876, @zeddb wrote:
It seems like the quadriflow guys would like the extern approach (quote from link above):

I am very willing that my code could be further developed and make it blender-friendly. That should give it more impact. It seems that the first option (put it in extern) will have benefit in the long term, and I prefer that. That means, if you have any questions about the details of the code, please feel free to contact me (jingweih@stanford.edu) and I am willing to answer them when I have time. Thanks a lot for your interest in this project.
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Ok. that’s a huge performance improvement on my machine. Grab would become unusable for me on even a moderately dense mesh (especially with Dyntopo on for some reason). Now even on a dense mesh, it’s very responsive.

Now I just need that new brush cursor so I can see what I’m going to grab!