Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Sculpting the Blender Way
  • Toc
  • feedback
Sculpting the Blender Way

Sculpting the Blender Way

By : Xury Greer
4.8 (12)
close
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)
close

Adding depth and realism to the eyeballs

The eyes that we made in the previous sections of this chapter have been simplified to work around the limitations of the 3D Viewport and MatCap settings. But it is possible to create much more realistic eyes instead.

To accurately represent the depth of a real eye, we need to model two parts of the eye: an inner part that has an iris and a pupil carved into the surface, as well as an outer part of the eye that represents the cornea.

This outer part poses a problem: it requires transparency and refraction in order to correctly display the inner part through its surface. However, our current 3D Viewport settings can't handle transparency and refraction, so we need to learn a little bit about materials and rendering.

We took a very brief look at rendering in the Exploring the viewport shading modes section of Chapter 1, Exploring Blender's User Interface for Sculpting. For our purposes in this chapter, the Material Preview shading...

bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete