I really like Blender 2.8’s Viewport. The wireframe, color and MatCap makes sculpting a joy. I was going through my old sculpting files back in early 2016 and imported them into 2.8’s beta just to see what they look like. And speaking of sculpting, here are a few thoughts:
At the time of doing these experiments or test back in 2016, I had no idea that I would end up with these results. I was just playing around with Blender’s GUI, exploring its features etc… and then sculpting came to mind. I had no experience whatsoever with digital sculpting or even traditional sculpting. Didn’t know what DYNTOPO was and how it could help with sculpting from scratch.
What most people usually do first before entering sculpt mode is this: They block out the form with proper subdivisions and everything. Wireframe looks clean and so on. If the resolution isn’t high enough, then you can’t sculpt in tiny details. You would have to increase the resolution of the mesh [throughout] the entire model. Things can slow down if you don’t have a fast computer, which is why a lot of hobbyists give up due to the lag/slowness.
That’s where “DYNTOPO” comes in. The entire mesh will be triangulated. In Dyntopo mode, Blender will add or remove local resolution as you sculpt (depending on your dyntopo setting). Overall, it’s a lot faster! And you don’t have to think about topology or subdivisions of your mesh. In my opinion, DYNTOPO is what makes digital sculpting fun!
You can take out a cube or any primitive object and start sculpting right away. Here was a cube I did yesterday. It was not planned. I scribbled around with the Clay Strips brush and really enjoyed the pixelated look of the mesh. Sculpting in dyntopo mode gives me the illusion that I’m working with clay. As you can see, it wasn’t that difficult to block in the face.
The first hurdle is software related. Technicality. The second hurdle is artistic. How do you go from a Cube to a finished piece of art? I’ll touch on that in my second post.