One very important difference between video game/film character modeling and 3d-print character modeling is that a 3d-print character model cannot benefit from visual tricks like smooth shading, baking normal maps to a low-poly retopologised model, subdividing only during renders, etc. ![]() You may find that you do not need to create insanely detailed models, though, in which case Blender may be enough. It can manage a couple million polys at a time in Sculpt mode, but that doesn’t always cover my needs. As a beginner, though, I think Blender could definitely be used to create a 3d-print ready miniature from start-to-finish, but you might have to translate some of my ZBrush steps into Blender.Ī primary reason I do not bother creating fully-detailed print models in Blender is that VBOs are not yet implented in Edit Mode, so Blender is too slow to properly edit/boolean very heavy (multi-million poly) models. ![]() To do this on a production scale, I find ZBrush to be essential for my work, and use Blender as my main supplementary poly modeling tool. I’m a professional character artist/product designer in the hobby wargaming industry, so I’ll try to answer your questions and give you a few pointers.
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