This ugly little critter unlocked a new bit of Blender that I hadn't really paid much attention to up till now.
Blender features a 'sculpt mode' which is like a 'nicer' version of the infamous ZBrush tool that has been kicking around for a couple of decades now. I remember trying out the education version of ZBrush once and the UI was so unintuitive I just couldn't get along with it, despite my jaw dropping at the results others were somehow wringing out of the thing.
Blender's sculpt mode relies on fairly complex underlying geometry so I made the classic mistake of setting up a high poly primitive to begin my sculpting work on. Wrong, wrong, oh so wrong - as the first thing that happens is your computer begins to protest - very quickly making any normal sculpting operations very laggy, let alone doing anything 'standard' like rotating or panning your view.
So back to square one and a lower poly count, and then things began to make a lot more sense.
Digital sculpting (of any kind) is remarkably like using clay in a lot of respects. The 'tools' you use to make marks and deform the geometry in a pleasurable way are entirely different though, but there is a huge similarity between the two when it comes to that point in a sculpture where you know the damned thing's irredeemable and you're just not going to be able to 'repair' the damage, no matter how many clay strips or fine lines you use.
Most of the time when I've been noodling around, I've come up with stuff like the header image above fairly easily.
Cheating by using geometry mirrors, and generally teasing those polygons into something recognisable is extremely soothing and I think it's more testament to how intuitive Blender feels compared to other "3D Clay" packages that I was able to do anything at all.
Comments
Post a Comment