This is one of my recent Blender Sculpt practice sessions since I started to seriously focus on sculpting in Blender.
It’s an early 3D practice scan I made of the Guy the Gorilla sculpture in Crystal Palace Park boolean joined together with a Le Petit Prince sort of mini planetioid. I do regret adding those goggly eyes. Its just a mad bad doodle to try lots of things. I have been finding it all so much fun. Lots of alphas and custom home built VDM’s thrown around with wild abandon.
I also set up the interactive lighting rig described in one of the Blender sculpt tutorial video’s on Laura Gallagher’s Out Gang channel which works great.
The gorilla and planetiod were both decimated down from higher resolution meshes before the boolean join. Then I added more details for VDMS and Alphas and extra geo by adding resolution with the simpilify brush. I am finding it a really nice workflow. Afterwards the model can be decimated again at a highish number setting to get a nice even poly flow over the whole thing. I can’t see why some really quite detailed and complex sculpts could not be made this way.
More recently I am really liking how easy it is to just throw reference plane images in all over the scene and even group them into collections. It’s like having a 3D interactive Pure Ref directly in the 3D space.
Since nobody else replied I think the only solution is to trouble shoot.
I would just try wrapping different vox sculpt versions of the skull slightly tweeked to see what is causing the problems. I suspect it might be the angle changes around the jaw being so extreme. It could mean some filling in or smoothing. It’s possible I suppose there is a point where the coordinates could become crossed or mixed up if multiple angles are perhaps too extreme working together ? Like crossed euler rotaion axis in animation. Something that just has to be allowed for and worked around.
It is indeed a fine gorilla although not my own work. It is from a high resolution scan I made of a sculpture in Crystal Palace Park London by sculpter David Wynne. It was one of the practice sessions I made before taking on the paleontological sculptures of Waterhouse Hawkins there more popularly known as the Crystal Palace Dinosaurs. I started up a big digital conservation and archive scanning effort on the site several years ago now.
I feel very excited and enthused about Blender sculpting. The most important thing for me is it feels natural and fun to use. I am also very excited with Blender in general. Recently I have fallen down the muscle and skin system rabbit hole for creature animation. A typical fools errand perhaps but something I want for my own work.
Thank you very much i really appreciate your solution i will not ask any further.
Regarding digital conservation and archive scanning. I think it should be normalized photoscanning any historycal stuff especially for museum. Here in my country some national museum had been caught on fire a few times, and 95% of it’s collection is burned into asshes.
It may not be popular but i think digital Museum should be a thing in the future
I’m 2nd of this, and as a FOSS fanboy it is great to witness blender evolution so far. Goodluck on creature animation rabbit hole(do not dive too deep )
it’s very useful specially with clay strips. the default leaner falloff makes the brush feel hard to control, there’s a big difference between strongest pressure radius and lowest one.
What I would like for grease pencil, is that you can smooth the radius with a sculpt brush.
For regular mesh sculpting, something similar could be done for the crease and pinch brush. So that if you sculpt over a crease/pinch stroke the average of it get smoothed.
Pressure curves are a legitimate request, like other experimentations in sculpt-dev branch (roll mapping, auto-face sets, …). They were available for each brush setting.
Testing of it was suffering of a lack of good management of brushes to compare brush settings.
That is not part of current refactor targets, focusing on performance and cleaning organisation of brush code.
So, I think that the plan is to give brush improvements another try, after Dyntopo and Multires improvements.
That is already possible. In sculpt mode of GP, Thickness brush is defining the radius of stroke.
To smooth it, you just have to tweak Smooth Brush settings.
By default, Smooth Brush only modifies position of GP points. But, in Advanced sub-panel of Brush Settings panel, you can set it to change Strength (opacity), Thickness (radius), and UV rotation, too.
Glad to see that memory usage got a substantial boost alongside the performance. Sculpting in Blender eats a lot of RAM especially.
Don’t know if it’s related, but when trying to do some micro detail texturing last night with the latest build the brush performance felt a bit more snappy. Anyone else who can confirm?
Basic testing of performance 4.1 vs 4.3 (todays build, refactor almost finished)
On subdivided cube 10 times (6.2mil faces)
With large cursor radius (when lot of vertices are affected by the brush) difference in performance isn’t too big, but still noticeable. But more than performance there is very obvious responsiveness now. In 4.1 trying Z pattern with 3 swipes never works unless done real slow, because (according my “feeling”) initial brush swipe takes a lot longer to register, so long that second one is lost altogether and third one gets partially recognized, while in 4.3 all strokes register pretty quickly.
Performance isn’t too good (but important to remember in single brush stroke couple mil vertices are being affected here), but at least it feels like Blender listens to your commands and actually gives you what you want, so that’s a massive improvement already.
In more close-up, when brush radius covers lot less vertices, performance improvement is much more noticeable, especially as the stroke gets longer
(Also notice in 4.1 how many strokes are being lost and not registered at all, while in 4.3 every swipe is registered)
Testing some more. Most nocitable performance improvement I found is with masked meshes. Complex masks really slow down strokes in 4.2 but not in 4.3
But what remains bottleneck for high-res sculpting is non-sculpt mode operations, i.e. overall Blender. Such as switching to object mode and back, decimate modifier, changing something in modifier that reevaluates mesh and etc. It feels like every little movment and operator that isnt a brush stroke can slow down or freeze Blender.
If those are solved (especially slow evaluation of mesh) sculpt mode can easily support working on 10-20 mil vertices.
Regular stroke seems just a little bit faster, but most noticeable difference so far comes from undoing textured stroke. It is quite a difference in speed. Same resolution mesh with 4k texture .tiff texture.
Biggest problem seems to be undoing first stroke specifically, which is much faster now.
Nice! I hope he manages to fix the Multires displacement bugs with exploding vertices in tight areas as well while working on the code. That one is really frustrating to deal with.