The big Blender Sculpt Mode thread (Part 1)

Forgot to mention something myself, I have Blender set up with Maya nav(which is another spanner in the works)

EDIT: so I set it up and it’s about 90%, but I just can’t see myself justifying using Blender for sculpting because that last 10% is a killer… I predict a real pain in the arse jumping between Blender and ZB in the future. The right-click to orbit just can’t be replicated without messing the whole nav up. I don’t think it’s really worth it considering I use Zbrush already.

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Not yet ,but i am sure it will come…however it might completely replace the default mode.

there are now 3 patches ready for review:
Sculpt: Pose brush

Sculpt: Grab active vertex

Sculpt: Topology automasking

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I’m all for it. The performance of the default mode is pretty bad. But still I’d like to have it in sculpt mode too.

That’s great! Will everything that’s added to the 2.81 master builds work with Dyntopo as well?

I believe that’s the plan, he made the API for masking, filtering, transforming…etc and they work with Dyntopo but for Multires is not yet possible…they need to change it before these new features work with the Multires Modifier.

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https://twitter.com/pablodp606/status/1168270886585217024?s=19

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Nice. Now Blender will also have its own Transpose Smart Mask from ZBrush.

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We need the new brush Cursor in paint mode too.

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A thing I would suggest, is that the clay strips brush should overlay the strokes (geometry) below it, like in zbrush.

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brush…options…accumulate

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Actually the way Texture Paint brushes’ work reflects how the paint is projected in to the model. It doesn’t follow the normals, it’s cast like a 2D projection, hence you get lots of paint everywhere if you don’t mask stuff.

There’s some (MUCH) better information here: https://blender.community/c/rightclickselect/hncbbc/#5bec10782155dc1bbbc6bcd4

We REALLY need Texture Paint to be overhauled. We need a Pablo in Texture Painting, hahaha.

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He is on it, looks like he switched to texture painting since many of his sculpting patches are pending for review, not wasting any time that’s good.

Paint: Stroke step queue
and also this
https://twitter.com/pablodp606/status/1169286618366300161

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OH BOY! Pablo is a machine!

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Absolutely amazeing. I am leaving a link to his patreon for the new people. It pretty much stopped raising after he became part of the dev team… Maybe we should consider motivating him a bit more, before pixologic will eventually get around to sending him that suitcase full of money :wink:

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Curves could also be improved in sculpt, paint modes.

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Is the code available on github so we can compile the latest for Linux?

Looks very promising, thanks for the hard work Pablo!

It’s time to “Pablo Dobarro’s master plan for Blender 2.8” thread.

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Pablo Dobarro’s developer edits have been added into the blender builds. It looks very nice, and performance is good. In todays build it has voxel remesher. The voxel remesher will make sculpting quicker. Fine details such as horns and ears should be much more easy. And it can fix mistakes made when sculpting.

No more chopping and filling.

I really like what I see in the first video. The brush artifacts when painting have been an annoyance of mine for years.

I was going to make an updated hand-painted texture tutorial series, but now I figure I’ll wait till this stuff gets implemented.

https://twitter.com/pablodp606/status/1169577946895589376

https://twitter.com/pablodp606/status/1169728975243010048

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Pablo is like a rebellious developer jumping from one problem to another and with curiosity comes innovation.
I believe only Ton had this kind of mindset back then,Pablo might still have a long way but i like what i am seeing from him.

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