BIRMINGHAM—MUMBAI Sculpting the Blender Way Copyright © 2022 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. Group Product Manager: Rohit Rajkumar Publishing Product Manager: Kaustubh Manglurkar Senior Editor: Hayden Edwards Content Development Editor: Abhishek Jadhav Technical Editor: Saurabh Kadave Copy Editor: Safis Editing Project Coordinator: Manthan Patel Marketing Co-ordinator: Elizabeth Varghese Proofreader: Safis Editing Indexer: Tejal Daruwale Soni Production Designer: Shyam Sundar Korumili First published: January 2022 Production reference: 1231221 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK. ISBN 978-1-80107-387-5 www.packt.com To my friends in SeaBUG: The Seattle Blender User Group. Thank you all for helping me grow as a 3D artist. Because of you, I've learned so much and had a chance to share my passion. I'm excited to finally send this book out into the world where I hope it will inspire others as much as this group has inspired me! - Xury Greer Contributors About the author Xury Greer is a digital media generalist and educator in the Greater Seattle area. He earned his bachelor's degree in game design from Lake Washington Institute of Technology. He specializes in 3D characters, and technical art, and loves to share his knowledge. Xury is an avid member and coorganizer of the Seattle Blender User Group, and aims to help others by teaching Blender, as well as other 3D content creation tools. He is always excited to get new users started on their digital media production journey. About the reviewer Mohamed Essam El Deen Farouk is a 3D character artist from Egypt. He has a passion for sculpting 3D character models using Blender 3D's Substance Painter and Unreal Engine pipeline. Making 3D models for video games has been his primary objective since college, which is why he decided to learn how to make 3D models with such an amazing pipeline as Blender 3D sometime after graduation. Table of Contents Preface Chapter 1: Exploring Blender's User Interface for Sculpting Technical requirements Installing Blender Getting ready How to do it… How it works… There's more... See also Understanding Blender's user interface Getting ready How to do it… Expanding and collapsing the Toolbar and the Sidebar Getting ready How to do it… There's more… Exploring the viewport shading modes Getting ready How to do it… How it works… Customizing solid shading mode with the pop-over menu Getting ready How to do it… How it works… Using viewport overlays Getting ready How to do it… How it works… Navigating the 3D Viewport Getting ready How to do it… There's more… See also Setting up your graphics tablet's stylus buttons Getting ready How to do it… See also Chapter 2: Overview of Blender's Sculpting Workflows Technical requirements Understanding the components of a 3D sculpture Getting ready How to do it… How it works… Pushing polys with the basic sculpting mode Getting ready How to do it… How it works… There's more… Discovering the limitations of the basic sculpting mode Getting ready How to do it… Creating dynamic topology with Dyntopo Getting ready How to do it… How it works… There's more… See also Practicing the basics of the Voxel Remesher Getting ready How to do it… How it works… Using the Voxel Remesher in a low-to-high detail workflow Getting ready How to do it… How it works… Exploring the most powerful sculpting mode – multiresolution Getting ready How to do it… How it works… There's more… Chapter 3: Sculpting a Simple Character Head with Basic Brushes Technical requirements Creating the large forms of the head with the Grab brush Getting ready How to do it… How it works… There's more… Using masks to add the neck and ears Getting ready How to do it… How it works… There's more… Building up the nose and brow with the Clay Strips brush Getting ready How to do it… How it works… Smoothing the lumpy and jagged surfaces of the sculpture Getting ready How to do it… How it works… Creating a bulbous nose and cheeks with the Inflate brush Getting ready How to do it… How it works… There's more… Adding basic eyes and eyelids to the character Getting ready How to do it… How it works… There's more… See also Adding detail to the ears with the Crease brush Getting ready How to do it… How it works… Creating the mouth with the Draw Sharp brush Getting ready How to do it… Sharpening details with the Pinch brush Getting ready How to do it… There's more… See also Chapter 4: How to Make a Base Mesh for a 3D Sculpture Technical requirements Creating and transforming primitive objects Getting ready How to do it… How it works… There's more… Creating a base mesh with box modeling Getting ready How to do it… How it works… There's more… See also Using the Skin modifier to turn wireframe structures into thick skins Getting ready How to do it… How it works… There's more… Using Metaballs to build blob-like 3D forms Getting ready How to do it… How it works… See also Inserting meshes and cutting holes with Booleans Getting ready How to do it… How it works… See also Using the Lasso Trim tool to add and remove geometry Getting ready How to do it… How it works… There's more… Making sure our base mesh is ready for sculpting Getting ready How to do it… How it works… There's more… See also Chapter 5: Learning the Power of Subdivision and the Multiresolution Workflow Technical requirements An overview of topology Getting ready How to do it… How it works… Generating an all-quad mesh with QuadriFlow Getting ready How to do it… How it works… There's more… See also Exploring subdivision surfaces Getting ready How to do it… How it works… See also Understanding when you're ready for multiresolution Getting ready How to do it… How it works… There's more… Using the Multiresolution modifier Getting ready How to do it… How it works… Recapturing details from the previous mesh Getting ready How to do it… How it works… There's more… Changing resolution for the appropriate details Getting ready How to do it… How it works… There's more… Chapter 6: Using Advanced Features and Customizing the Sculpting Brushes Technical requirements Using custom falloff Getting ready How to do it… How it works… There's more… See also Exploring custom stroke options Getting ready How to do it… There's more… See also Setting up custom alpha textures Getting ready How to do it… How it works… There's more… See also Using face sets as automatic masks Getting ready How to do it… How it works… There's more… See also Cleaving off flat sections with the Line Project tool Getting ready How to do it… How it works… Creating advanced masks with Sculpt Expand Getting ready How to do it… How it works… There's more… See also Posing fingers with the Pose brush Getting ready How to do it… How it works… There's more… Chapter 7: Making Eyeballs Technical requirements Creating standard clay eyeballs Getting ready How to do it How it works See also Adding color to the eyeballs Getting ready How to do it How it works See also Adding depth and realism to the eyeballs Getting ready How to do it How it works See also Creating insect eyeballs with extrusion tools Getting ready How to do it How it works There's more Creating a cartoon eyeball using a Lattice Getting ready How to do it How it works See also Creating a stylized anime eye Getting ready How to do it How it works There's more Aiming the eyeballs with Constraints Getting ready How to do it How it works Chapter 8: Making Accessories and Clothing Technical requirements Making earrings Getting ready How to do it… How it works… There's more… See also Using Mask Extract to make a shirt Getting ready How to do it… How it works… See also Using the Cloth brush to add wrinkles to the shirt Getting ready How to do it… How it works… There's more… See also Using the Cloth Filter to create a collar for the shirt Getting ready How to do it… How it works… Preparing a shirt mesh for a cloth simulation Getting ready How to do it… How it works… Simulating cloth to wrap a shirt around a character Getting ready How to do it… How it works… There's more… See also Sculpting a hat with Radial Symmetry Getting ready How to do it… How it works… There's more… See also Chapter 9: Creating Teeth, Eyebrows, and Hair Technical requirements Creating tusks and teeth for an orc Getting ready How to do it… How it works… There's more… Creating stylized mesh eyebrows with modifiers Getting ready How to do it… How it works… There's more… Creating realistic eyebrows with hair particles Getting ready How to do it… How it works… There's more… See also Extracting hair from the scalp Getting ready How to do it… How it works… There's more… Visualizing the silhouette of sculpted hair Getting ready How to do it… How it works… Roughing out the shape of sculpted hair Getting ready