Forum Archive › [ENDED] BC1-1801 – January Class Homepage – Getting Started with 3D Modeling & Blender
Like any artwork it is never “done” per se. There is always room for improvement, you have to make the call when you think it is finished.
John that frog is brilliant
I found that:
Shortcuts for Sculpting Brushes
https://blender.stackexchange.com/questions/7310/switch-between-sculpting-brushes
Sorry I wasn’t there yesterday during stream, but to Omar’s question about videos of someone sculpting something cool…
I can’t think of a YouTuber off hand. But I do have several Twitch streamers I watch that usually do cool stuff, though they use ZBrush. The tools might be a bit different, but the process is more or less the same (or can be modified with some thought). The ones I can think of offhand are UnicornDev, Layna_Lazar & HazardousArts of IHazToys.com, and MeowSparky are just a few of the ones I watch. Pixologic (the makers of ZBrush) has a channel as well that they rotate who they have on there. While some of the tools they use aren’t in Blender, most of the core sculpting tools (grab, clay, smooth, crease, pinch, etc) are, and I get ideas of how to do things in Blender watching them. There are some who do use Blender, but more the stuff like we were doing last week. There’s a lot more in the Creative channel… I’m just barely scratching the surface of what is in there, and if you’re in the US, some of these might be late at night. Sometimes, some of these might play games, but more often than not, they’re doing creative.
One thing to keep in mind, particularly in doing the first and last assignment, is not jumping to detail too quickly. Several years ago, I did a personal challenge to sculpt something every day, but only for 15-30 minutes. This short time frame did 2 things for me. First, I’d gotten to where I wasn’t using Blender in general as much as I wanted, and so 15-30 minutes was a “doable” amount of time to commit to working on something every day (ie overcoming the “I don’t have time” objection). More importantly, though, it forced me to work on the general forms of the sculpts, because while 15-30 minutes is plenty of time to get in at least the idea of a sculpt, it’s not enough time to spend loads of time on any one detail. Several of my favorite models that I use in testing different things, particularly materials, came from the exercises I did that month.
And I’m a big fan of experimentation (which shouldn’t be a surprise if you remember what I said last week). That month of sculpting gave me lots of opportunities to explore the different tools and features of sculpting that has made my sculpting that I’ve done since be so much better.
Don’t be afraid to try asymmetrical sculpting, either! While it is challenging, you can wind up with more dynamic and interesting sculpts.
(I consider myself a little slow at sculpting… I see some do “speed sculpts” in an hour and get as much detail as it would take me hours of work to get to. Don’t let that deter you… They’ve probably just had more practice!)
Man, that was quick @procyonlotor! Great submission. The personality of the frog is 👌 . And your Melvin exercise already passed. Sculpting seems to come naturally to you! A-grade work here.
Thanks for sharing this @monaloren! Very useful tip 🙇🏻♂️
Thanks for sharing those resources @gradyp. What kind of teacher am I to not suggest anyone….lol
@dostovel Digging into my memory I did come up with some sculpting videos that inspired me in the past. This one was the first time I’d seen hard surface sculpting (before zbrush had a bunch of special tools) way back in 2009:
And this one (along with several Roberto Roch’s vids) changed the way I thought about sculpting with Blender and dynamic topology. His quick, gestural approach challenged me because I tend to be rigid and precise. With his approach it feels like the sculpture creates itself in a way, with Roberto kinda “discovering”:
Max Puliero is as pro as they come. His timelapses mesmerize me:
Kfir Merlaub also sculpts gesturally. But he’s a master at presenting his sculptures with viewport lighting instead of rendering. It’s inspiring to see his entire process from sculpt to presentation:
BRILLIANT advice @gradyp. I’m definitely going to incorporate the 15 minute exercise into a class at some point. Thanks for sharing!
“BC1-1801 Week 3 Homework Submission (Part 1)”
This is just a first try of the primitive shapes.
I havn’t sculpt melvin yet.
I don’t know if i’m good enough or not (I know i need to practice more, but i love to sculpt ^^)
That’s amazing!
Kent, you mentioned in class yesterday (if I remember correctly) something about your workflow being to start sculpting with dynamic topology, then a retopo, then using a multirez modifier for detail. (Am I remembering that right?)
My question is, do you have any tutorials that show that workflow? Sculpting is really new to me but I can already see how this technique can get me to build characters and models relatively quickly compared with push-pull; so now I want to see how I can turn my sculpts into animation-ready models.
Yes that’s right. And yes, the Modeling Realistic Characters course covers the whole workflow.
Kent, you mentioned pie menus in yesterdays stream. I was wondering what exactly are pie menus?
Hey Matt, they are bundled with Blender in the User Preferences/ Add-ons/ Pie Menu: UI Pie Menu Official
Here is some info about them.