Most recently, I created a head sculpt with eye and neck holes:
I made the base mesh in Sculptris.
First version of the head! |
Unlike other industrial design and CAD software I've played with, Blender does not have a good boolean (i.e. "hole punching") feature. Its basic boolean modifier punches holes, and its knife tool can "cut" holes. Both are okay options if you clean up the topology afterward. Neither of them yield a clean result on their own. I prefer to build holes, not break them in.
Editing topology in Blender. Changing aesthetics, preparing for 3D print, and adding functionality. |
Ready to print! |
Finally, I prepared the design for 3D printing by removing overlapping vertices and non-manifold edges. I used NetFabb to check my design for any flaws, and to ensure that it would print.
The printed head. |
Next, I plan to add a bust for the head to swivel on!
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