The big Blender Sculpt Mode thread (Part 2)

You are describing us as some kind of lunatics with forks prosecuting the monster :rofl:

The dogpiling and personal attacks on this forum gets pretty bad sometimesā€¦ even this thread has some particularly nasty examples if you scroll through the whole thing. I think an advisement to try and communicate more effectively on this thread is for the best overall

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Honestly I donā€™t think the BF has the organizational capacity to maintain sculpt mode. I think they should split the various paint modes into separate projects with some sort of plugin API.

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Personally I think it would be better if we get something like Uniform in Blender that eliminates the need for baking so no need for multires or dynotopo.

Although I think that isnā€™t going to happen. I have a feeling that when Uniform sculpting app is fully released, in the next couple of yrs, high poly sculpting might not be a thing anymore.

We already have AI being a thing so maybe we might even get AI assisted sculpting in future that eliminates the need for baking and having millions of polygons?

Looks like the negativity is already taking over. Good luck @farsthary

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I have been asking about Multires here for a long time now so I understand what you are saying.

I am glad to see there is an addition to the sculpt team. Thatā€™s great news. Itā€™s my hope that things get better and we get those features. So to the Blender devs, I hope they can do this and I am cheering them on. :slightly_smiling_face:

If only it would work with shape keys

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0 + 1 - 1 + 1 - 1 + 1 =

joe, i want my DYNOTOPO 300 MILLIONS POLYGON

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Bruh :joy:ā€¦:skull:

Well yeah more than 1 billion damn it! :joy:

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porque no :slight_smile:

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Bro acuƩrdate que este en un forum en inglƩs , xd

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I wonder if the ancient Greeks ever thought the same? :grin:
Sculpting will always be a thing. Because people love to sculpt, whether for payment or pleasure.

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I wasnā€™t talking about sculpting in general especially in the real world. I specifically said :

and by that I mean millions of polys that use to be a requirement especially for smaller details like skin pores, wrinkles e.t.c. I said ā€˜ā€˜mightā€™ā€™ not will :smile: Canā€™t people speculate anymore :laughing:

I myself enjoy sculpting and I love making my assets myself. :slightly_smiling_face:

I was just speculating especially with AI stuff hovering around like the image to 3d models and Gaussian Splatting stuff and how their influence and use might be in the next 5 to 10 years as well as the Uniform sculpting app. Thatā€™s why I said that.

Of course, sculpting software is still gonna be around for us in the next 5 or maybe 10 years.

I also know this. I sculpt myself. I was just wondering how things would be. I also agree with you that Multires and dynotopo are important. I said I have a feeling. I didnā€™t say it was a fact.

Someone mentioned to me that some companies are already reaching out to Pablo to look into how they can incorporate the Uniform sculpting app into their pipeline. I donā€™t know how true that is. If it is, thatā€™s pretty cool.

The app also does full sculptingā€¦I think, the normal sculpting thing is just another cool feature it has.

me :grin::

Who knows, Pablo Debarroā€™s new app might get there first :wink:

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pablo hates Dynotopo joe . joe im still waiting my layers

Ok, well that has been the case for years already. All the way back to when Mari was built for LOTR. Displacement through texturing on a relatively low subdiv level mesh has been a popular workflow for that long. Then along came Surface Mimic and TexturingXYZ.
Same case for the games industry, Substance Painter has been used for similar workflows for many years. So this is nothing new.
However, even though these workflows have been available a long time, a lot of artists still prefer the feedback from sculpting form breakup and tertiary detailing rather than doing it through texturing.

Yes, I took you a bit out of context for the sake of the Greek joke, so maybe that was a cheap shot. Apology offered. :smile:

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Thatā€™s is very true.

No need to apologize, mate :slightly_smiling_face: I appreciate the banter here. It was a joke.
No worries :laughing:

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At least Iā€™m pretty sure they considered digital sculpting as a misnomer and a fake, for it doesnā€™t discriminate between working subtractively (=sculpting) and additively (=plastic arts). :stuck_out_tongue_winking_eye:

greetings, Kologe

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To stay up to date, I hope Blender will soon invest dev time into a robust SDF toolset, for non-destructive modeling, real-time Booleans with automatic filleting, non-destructive vertex coloring and more goodness.

Thereā€™s an SDF Blender add-on on its way, but it will only work in Blender for Windows:

Personally, Iā€™m quite addicted to MagicaCSG:

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