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sculpt_startup.blend

Everything should happen in the 3D View Following what I said in my UI proposal some time ago, and with Dyntopo having its options in the Tool Shelf, I've made some adjustments to my default Sculpt layout. Only the 3D View with an open Tool Shelf is needed to start sculpting now, removing even more unnecessary choices and making access to Sculpt Mode in Blender easier. Ctrl+UpArrow shows the full layout which contains the 3D View, an Outliner set to 'visible layers', and the Properties window. With this layout you can sculpt various objects without having to leave Sculpt Mode, selecting them from the Outliner. Here's a demo video of a few objects sculpted with Dyntopo and the current layout: We could switch a few more things to the 3D View to make the two extra windows redundant. Matcap or Material assignment. In past GSOC projects, a Matcap selector was coded and added to the Properties panel of the 3D View. While I liked it, and
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Noise

Cave painting. Shaman Barcelona chair Credits for the chair scene: http://www.blendswap.com/blends/author/marcin_hrn/ http://www.blendswap.com/blends/author/pcraven/ http://www.blendswap.com/blends/author/lsmft/ http://www.blendswap.com/blends/author/jclevet-net/ http://www.blendswap.com/blends/author/nikitron/ http://www.blendswap.com/blends/author/metalix/

a few renders and stuff

Blender Sculpt Mode UI proposal

A couple of months ago I created that playlist with sculpting timelapses done with 2.5 releases. In most of them I go with basically the default UI and build upon that while working. But I can do that because I'm familiar with Blender, I know how its UI works. Development of sculpting tools has been amazing the past two years, but the tools are not as accessible as they could. There's been a growth in number of users that could be increased by making the sculpt mode more pleasant to use. I can make the changes locally and live with that, but after going with the first-use-of-Blender exercise over all those versions of the interface, a sculpt layout in the defaults would be great to have. William Reynish's article about Design & Open Source talks about establishing Core design principles to base the UI decissions. I'm not a designer, so my opinion is most probably flawed and biased towards my main area of interest, but I think enforcing some already in pl

Open Sourcing

Some days ago, I caught myself ranting while doing a test recording for a tutorial. I've been asked several times to produce a sculpting tutorial, but, since I'm still learning and still trying to figure out a lot of things, always ended up with the feeling that everything I could say has already been said. So, the only point for it would be to talk about the Blender specific topics. But there aren't many things about my work flow that are Blender only. I think I covered all the needed settings and the brushes I use lately with the Onion branch in the following pdf. Click the image to download the file. So, my rant was about how there is all this free knowledge online about sculpting, but, a lot of Blender users seem to neglect it because they only look for Blender tutorials. And that gave me the idea. Publish a list of all the videos and tutorials I've been gathering, and let everyone compile their own build of 'Sculpting with Blender'. Even thoug

July 26th/August 20th: Videos

July 26th/August 20th: Images

Zbrush + Gimp Blender + Gimp