First of all, props for the nice modelling! My jaw dropped when I saw the head first in a defined shaped version, so you definitely have talent! Later on it seems to lose definition a bit. Just like my first sculpt when I coloured it red. Very nice though! Also the ribs and muscles look good. Definitely inspiring
WOW , thanks a lot for your comments, I would not say that I am talented with modeling , but I like it they way it goes so far.
OK, as far as I have figured until now (Iām using Blender since January), my 2ct:
I also got started on modelling playing around with the Sculpt Mode. Itās fun, itās pretty and with a Wacom tablet and a fast processor what comes out maybe looks good.
Sculpting is top for organic modeling , It is fast and furious for creating any kind of model you want. You do not need to worry about faces, edges and vertices, it gives you direct access to your geometry with the least of hassle.
Cons from my limited experience:
it creates a tremendous amount of polys and makes things very slow
Sculpt by itself creates nothing , the mutlires is the one that subdivides. Sculpt can be used from the most complex model to the simple cube. Mine model did not used at all mesh editing tools besides the extrude tool, anything was shaped with the sculpt tool.
If you create alot of geometry it will slow your computer down eventually. My CORE DUO 2.0 GHz iMAC handles my 255.000 polygons Dragon with no slow downs at all. In 1.000.000 polygons I experienced some slow downs but not that much.
But if you are after the deatail of Zbrush then it will crash your blender after it has slow down your computer. Hopefully they will improve this side of Blender in the future.
it cannot take strokes faster than a snail crawling once the poly amout gets high, it creates spotty creases
How high are we talking here ?
Spotty crease, what is that ? Have you got any pictrure to show me ? I have not seen any creasings created with my sculpt.
it is hard to control it PROPERLY, especially with a mouse
Yeap Sculpt is harder that mesh editing in the start. It takes some time to get used to , but once you will make you go turbo faster. Iremember when I was started using Zbrush , I was crawling , but now I would not give up sculpting for anything in the world.
I havenāt yet heard of one professional Blender-modeller using it (which doesnāt say too much though)
I think that people do understand the full potential of sculpting. If you go here you will what sculpting is all about.
http://www.zbrushcentral.com/zbc/featured2col.php
In the Pro world , Sculpting is consider now an extra skill, and people put it in their CV as āsculpterā , there alot of tools out there for sculpting. LOADS of tutorials in youtube. You can watch the Zbrush tutorial because all the basic sculpting tools of Zbrush are identical to Blender sculpting tools.
But tutorials wont tell what do not already know , like with subsurf modeling it is practice , practice and then more practice.
it messes up topology. Especially for animated models I think itās usability is very limited, as you were talking about animation earlier. You would probably have to retopo your Dragon (I never did that, I just read it).
You should not run to any problems , if you are logical to the way you work. Good sculpter always works with square polygons and never triangles.Also good sculpter , always starts with a good base mesh to make sure that all areas have apropriate amount of polygons for detail sculpting. Retopo is not necessary unless you do it wrong and want to correct the topology.
I am delving into modelling quite deeply now and whichever ātutorialā you see on the sculpt mode, whichever video/turntable model there is, at least as far as I have found any: they all look really bad, almost retarded Except if a lowpoly model has been used as the basis that has been modelled as closely as possible towards the final target result. With traditional tools (subsurf and proper edgeloops). So Iām leaving my fingers off sculpt mode until itās reworked and until I can model properly WITHOUT it! Believe me, I have been forcefully searching for reasons to use it. Yet I donāt. Details and wrinkles would be great to do in sculpt mode, because certain things, I believe, cannot be done properly with textures/bump maps only.
I guess it is your choice , but as I said you can borrow alot from the zbrush tutorials. I use alot of my Zbrush experience which has been proven very useful.
Seriously - how many GOOD Blender models (especially heads) have you seen out there that have been done using sculpt mode? I only found one that was created poly-modelling in Blender and then reworking the mesh in ZBrush for creases etc.
I was thinking about buying ZBrush for that purpose though - why donāt you if you come from ZBrush anyway? Itās quite affordable!
I have bought Zbrush actually, version 1.5. I am an old Zbrush user. Why not use Zbrush ? Because I want to demolish the myth that Blender has bad sculpting tools. And because there are not so many sculpters in Blender which I find a huge waste.
Consensus: judging from what I have been told (and Iāve been getting on many peopleās nerves) I would advise you to first poly-model as precisely as possible and look to having a nice edgeflow. How to best work on with the sculpt mode I do not know, I only read about that stuff - baking normal maps etc. to reduce poly count, but thereās no advice I could give on that, especially given my 2.5 month experience Iām just doing as Iām told and it seems to work fine. I would really like somebody to give me a good reason FOR using sculpt mode though - if only it werenāt so slowā¦
Starting with a good base mesh is an excellent start for sculpting. Zbrush has Zspheres which are brilliant I replaced them with Blenderās extrude function. Basically I work the same way as I worked in Zbrush all these years.