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Sculpting the Blender Way

Sculpting the Blender Way

By : Xury Greer
4.8 (12)
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Sculpting the Blender Way

Sculpting the Blender Way

4.8 (12)
By: Xury Greer

Overview of this book

Sculpting the Blender Way is a detailed step-by-step guide for creating digital art with the latest Blender 3D sculpting features. With over 400 reference images, 18 Sculpting in Action videos, and dozens of 3D sculpture example files, this book is an invaluable resource for traditional and digital sculptors looking to try their hand at sculpting in Blender. The first part of the book will teach you how to navigate Blender's user interface and familiarize yourself with the core workflows, as well as gain an understanding of how the sculpting features work, including basic sculpting, Dyntopo, the Voxel Remesher, QuadriFlow, and Multiresolution. You’ll also learn about a wide range of brushes and all of the latest additions to the sculpting feature set, such as Face Sets, Mesh Filters, and the Cloth brush. The next chapters will show you how to customize these brushes and features to create fantastic 3D sculptures that you can share with the ever-growing Blender community. By the end of this book, you'll have gained a complete understanding of the core sculpting workflows and be able to use Blender to bring your digital characters to life.
Table of Contents (12 chapters)
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Exporting the final render

There are several quality settings to consider when rendering and exporting our work; let's not trip at the finish line. Some of our render settings will be different, depending on the render engine we've chosen. We're going to stick with Cycles for this section. Let's discuss some of the settings we need for a high-quality render in Cycles.

We briefly mentioned the concept of samples and noise in the Setting up Rendered mode section of this chapter. Path tracing engines such as Cycles require multiple samples to create the final image. If we use a low number of samples, the image will render quickly, but the image will also have more undesirable noise. If we use a high number of samples, the image will take longer to render, but the noise will be significantly reduced.

There is no magic number for how many samples we need. Scenes with many lights and complex material properties require more samples than scenes with few lights and...

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