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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

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...

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