The big Blender Sculpt Mode thread (Part 2)

Man, this got me excited again for Sculpt Mode.

I wonder how this will work with weight paint and rigging? Would be sweet to have weights that work on higher subdiv levels.

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5.3 doesn’t warn that Dyntopo will destroy UVs?

For people who rarely touch sculpt mode, we really need that reminder sometimes.

When you activate Dyntopo, the texture doesn’t disappear immediately, only after changing the view or interacting with the mesh.

No. 5.3 warns the user of such destruction like 5.2.
The warning is shown in status bar, like the other warnings.

You are just used to the old confirmation pop-up, that was annoying everybody using Dyntopo and switching between Object and Sculpt mode.

Nobody enables Dyntopo without knowing what makes this feature special.
It generates geometry on the fly.
Its settings are still modal. There is no way to use Dyntopo without adapting Resolution, Detail Size or Detail percentage, at several steps of a sculpting session.
There is no way to forget, that size of faces created by brush, may not correspond to original mesh density. Those settings are not per brush.
If you are able to remember that it changes geometry, that you will have to change detail size, why can’t you remember that it will mess up geometry attributes ?
Such reminder only makes sense to someone, who followed development and tried experiments to preserve UVs, years ago.
It was abandoned, since brush management work in 4.x series.

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New Quad Sphere primitive… :wink:

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What, no more slapping a subsurf on a cube and hitting To Sphere?

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Yes and pressing remesh 2 second later so it actually doesn’t make any difference at all, or do I miss something here. :wink: I all fairness I mostly do the same but without ā€œto sphereā€.
I lately started using ā€œsculpt extra meshes + curveā€ add-on. It’s listed in Blender add-on’s, you just have to load and activate it. It’s not perfect but in my opinion much better to add new objects fast. It does take you to object mode but that has advantages for positioning, and it has a fast ā€œsculpt on meshā€ button returning you to sculpt mode. The new object is not part of the existing sculpt (that’s really good) and you can press the join button if needed.

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One thing to note about the new quad sphere primitive is that it uses an algorithm that produces a somewhat better result than using ā€œto sphereā€ on cubes or subsurfed cubes. There are actually two algorithms, one which strives for equal area faces, and another which strives for equal angles (the latter having the property that the ā€œequatorā€ loops are exactly equally spaced points on circles.

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I understand but is this important when sculpting?
Let’s say you are happily sculpting an orc and decide you want to add a sphere to start the nose of your new character. Last thing I’m thinking is ā€œlet’s hope this sphere has perfect round form before I start deforming it and remeshing it 10 timesā€.
I would rather immediately be in move/rotate/scale mode, position the sphere, keep it initially as a separate object and keep sculpting. Join with the rest of the model when ready.
That addon I listed is pretty close to that workflow.

On a side note, I’m doing a lot of sculpting in Blender the last months, and I’m simply amazed how good this part of blender is. Don’t know who is responsible but sculpting in Blender is a real joy, thank you!! I can live with a perfect round sphere if that’s what it’s going to be :slight_smile:

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This is not just for sculpting tho… Quad spheres are heavily used in polygon/procedural modeling too, and that accuracy is important for many things like when merging vertices etc…

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Yes that’s correct, I was talking about the sculpt part. It’s a nice addition to sculpt but it could be even better with some changes. As said I don’t use this option and use the free and available add-on to add an extra object when sculpting.

A simple question to the community here: Do we have in Blender a brush that does such a thing as the one demonstrated in the video below?

And, if we do not have such a brush, would it not be a good idea to implement one? It would be a very useful tool for producing damage effects.

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That’s pretty dang cool. The concept seems kinda similar to the layer brush? where the user sets a persistent base. Or the multires eraser, but that’s all-or-nothing

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need something like that on blender for sure :drooling_face::smiling_face_with_sunglasses:…

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This is kind of how people use morph targets in zbrush and i have been wanting that added since forever :pensive_face:

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Isn’t that what the Erase Multires Displacement brush does? I haven’t actually used it, but that’s how I’d imagine it works

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This looks like voxel sculpting, not regular surface sculpting, as far as I know 3DCoat is the only program that has such functionality, I’d say for Blender to have something like this a whole new system would need to be designed.

Maybe a quasi-voxel engine could be made with geonodes but I assume it would be SUPER slow to actually sculpt on realtime

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It does, Kinda. With that brush you erease everything on the current subdivision level. Morph target would allow you to store a ā€œstateā€ for the mesh that you can blend back to with a morph brush or toggle with a button. Kind of like a sculpt specific, brush blendable blendshape doohickey. :joy:

Very handy for stuff like damage, applying alphas and giving feedback through sculptovers. :slight_smile:

I feel like it could be a tab in multires that just stores a alternative displacement or something, but i know nothing about how that works hah

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The function even without voxels is handy though!

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If someone knows a way to achieve a similar result in Blender (using the Layer Brush or the Erasing Multires method) could he demonstrate it with a small video please?

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