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Sculpting the Blender Way

You're reading from   Sculpting the Blender Way Explore Blender's 3D sculpting workflows and latest features, including Face Sets, Mesh Filters, and the Cloth brush

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Product type Paperback
Published in Jan 2022
Publisher Packt
ISBN-13 9781801073875
Length 502 pages
Edition 1st Edition
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Author (1):
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Xury Greer Xury Greer
Author Profile Icon Xury Greer
Xury Greer
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Table of Contents (12) Chapters Close

Preface 1. Chapter 1: Exploring Blender's User Interface for Sculpting 2. Chapter 2: Overview of Blender's Sculpting Workflows FREE CHAPTER 3. Chapter 3: Sculpting a Simple Character Head with Basic Brushes 4. Chapter 4: How to Make a Base Mesh for a 3D Sculpture 5. Chapter 5: Learning the Power of Subdivision and the Multiresolution Workflow 6. Chapter 6: Using Advanced Features and Customizing the Sculpting Brushes 7. Chapter 7: Making Eyeballs 8. Chapter 8: Making Accessories and Clothing 9. Chapter 9: Creating Teeth, Eyebrows, and Hair 10. Chapter 10: Rendering Sculptures for Your Portfolio 11. Other Books You May Enjoy

Creating a clay material for the sculpture

Up to this point, our sculptures have been displayed with a default light gray material. But it doesn't have to be like this! We can create custom materials for our sculptures to make them look like they are made out of wood, metal, dirt, or any other substance we like.

Important Note

While sculpting, we used MatCaps to preview what our sculptures would look like with different colors. However, MatCaps are not the same as materials, and they can't be used for rendering.

Materials for rendering can be created using the Shader editor. Most modern render engines use Physically Based Rendering (PBR), also known as Physically Based Shading (PBS). This means that we can represent an almost limitless variety of materials with different colors, roughnesses, metallic properties, emissive properties, and much more by dialing in properties of the shader nodes using a standardized set of values. These values are based on the properties...

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