Sculpting
Sculpting shapes high-resolution meshes like digital clay. It is ideal for characters, creatures, figurines and organic details.
Getting started
Switch to the Sculpting workspace. A pen tablet helps but is not required.
Key brushes
| Brush | Use |
|---|---|
| Draw | build up or carve surface |
| Clay Strips | build forms quickly with flat strokes |
| Grab | move large areas |
| Smooth (Shift) | soften surfaces |
| Inflate | puff areas out |
| Crease | sharp lines and folds |
| Mask | protect areas from changes |
Ctrl inverts most brushes (add ↔ subtract). F changes radius, Shift+F strength.
Topology for sculpting
- Voxel Remesh (Ctrl+R in sculpt mode): rebuilds even geometry at a set voxel size; great early on while forms change.
- Dynamic topology (Dyntopo): adds detail where you sculpt.
- Multiresolution modifier: sculpt detail at high levels while keeping a lower-resolution base for posing and export.
Workflow
- Block out primary forms (big shapes) with low resolution.
- Refine secondary forms (muscles, folds).
- Add tertiary detail (pores, scratches) last at high resolution.
- Check the silhouette from every angle; good sculpts read clearly in silhouette.
Sculpting for print vs games
- Print: voxel remesh to one watertight solid, check thickness, decimate to a reasonable size for the slicer.
- Games/animation: retopologise to a clean low-poly mesh and bake sculpted detail into normal maps.
Exercise
Sculpt a stylised animal head: block out with a voxel-remeshed sphere, refine the forms, add fur-like detail with crease and draw brushes, then prepare two versions: a printable solid and a decimated web preview.
Check yourself
- What does voxel remesh do?
- What are primary, secondary and tertiary forms?
- How do you transfer sculpted detail to a low-poly game model?
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