Blender Sculpting Experiments

Revisiting some earlier attempts at sculpting and modeling in Blender

Back in 2020 I started in earnest trying to learn Blender’s sculpting and modeling tools. Last night I was reminded that I only posted the results to Facebook-owned platforms, and I should get them up on my own site.

The one I had the most success with was a simple version of one of the dogs from P.D. Eastman’s Go, Dog. Go!, which was my favorite book as a little kid. Another one I like, although I didn’t get very far at all, was a sculpt of Cousin Eerie from Eerie magazine, designed I believe by Jack Davis. (Even if he didn’t design the character, his version is my favorite).

I’ve been playing around with Nomad Sculpt for the iPad quite a bit lately, and having a ton of fun with it. The other night was the first time I tried importing a model from Nomad Sculpt into Blender, and it was eye-opening for just how forgiving Nomad is to people new to sculpting. Probably just because of the material and default lighting it uses, it hides all the blobby imperfections and rough patches and mistakes that Blender puts into full relief. (As it should, as it’s all stuff you need to catch in a more professional environment).

It’s less accurate, and possibly even reinforces bad habits, but it’s a lot more fun and a lot more encouraging to keep practicing, since it seems to do everything it possibly can to give you a good-looking model. At least in screenshots. I could stand to keep practicing with Blender’s sculpting and modeling tools, obviously, but I’ve got a feeling my first drafts are going to be coming from the iPad from now on.

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