![]() But even with this huge library of brushes, it’s not needed to see all at once. On top of that it’s easy to see how the amount will skyrocket with user created assets and shared assets. This will ensure that all commonly necessary brushes are available by default. Sculpt Mode for mesh objects alone will have up to 80 brush assets shipped with Blender. This way most screen space is still available and the brush thumbnails will remain readable. The goal is to comfortably show up to 30 brushes on screen at a time and intuitively navigate to see more. Proper scalability of the Asset Shelf will make it intuitive to access any brush among potentially hundreds of them. All tools in a mode that contain brushes will be merged and the type of brush will instead become a brush setting, just like any other.īrushes will then be accessed directly in a “global palette” via the Asset Shelf or via shortcuts. Many Tools will only have a single brush.īrushes will be put into the forefront again. Each Tool can have any number of Brushes. Also, categorizing and sorting them in this predefined way quickly becomes counter intuitive when creating & using a lot of them. Unfortunately this makes it very hard to access brushes. This way you can have multiple variations of a single tool. “Brushes” are instead saved presets of the tool settings. Instead they pick “Tools”, either in the Toolbar or via shortcuts. This is accomplished by directly displaying and assigning shortcuts to brushes, instead of doing this via tools in the toolbar.įor context, until now the user technically doesn’t pick brushes. Tools vs BrushesĪ key improvement is to make the relationship between tools and brushes in the UI clear and more accessible. Meanwhile, the Asset Browser will remain the editor to organize and browse any & all assets. This will also respect valuable space in the toolbar and sidebar for tools, properties and add-ons. Poses, Nodes, Objects, Materials, Textures and more can eventually be used from here. The size of the assets can be dynamic to only take up necessary spaceĪs the name implies, this region would potentially be used for any assets in any editor. Its visibility can be toggled if not needed. ![]() Its size will be dictated by the user and the amount of content within.A mockup of the asset shelf next to other UI elements in Sculpt Mode The slim horizontal space at the bottom is ideal for visualizing enough brushes and catalogs for any given task. This will be the new region to immediately access any available asset. Now we’ll delve into how brushes will be accessed, tweaked and authored. The previous article on Brushes & Drafting went into the basics of how brush assets will work and where they’ll be stored. This article originally appeared in issue 132 of 3D Artist magazine. If you apply these to a model and set the number of subdivision levels, you can quite often get the result that you require. If you look in the Modifiers panel you will see Multires and Subdivision Surface modifiers. Sometimes you might have a model that is already made with UVs and textures, and you simply want to edit it a bit more but not destroy any of that work. You don’t have to use the Dynamic Topology option in Blender. As it is a high poly count, the painting looks fine for this sort of job. ![]() ![]() If you don’t want to spend any time on textures and unwrapping then you can simply switch to Vertex Paint mode and use a range of brushes to paint right onto the geometry. If the speed sculpt is looking good, you may want to take it further and progress it into a full design. Vertex Paint Speed sculpting is a fast way to block out your ideas and very often it is the first step towards a new design. ![]() Finish your model by painting it (Image credit: Glen Southern) ![]()
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