Hello! First post on the forum ^^ As the title says, I am trying to sculpt a BJD in Blender. I do know a little bit about modeling - just the basics and mostly aimed towards 3D Animation. So I don't know anything about how to specifically approach them. This is what I have so far: Very low-poly, I was planning on starting detailing now. I am trying to do one of my ocs, she is way more curvy than your average bjd. She wears a corset though, that is why her breasts look like that. I do have a few questions I would really appreciate if someone could answer! When do I hollow the sculpt? And how? I made the arms and legs one piece, in order to later separate them. What would be the best procedure for this? Any recomendations on working on a curvy bjd? Overall, if you have any advices of feedback, it is very appreciated! Thank you so much in advance guys!
Hello there! Your sculpt looks like it's coming along quite nicely and she looks like she's have a fun personality. ^^ The only thing I've ever made in Blender was a donut and that was a few years ago, following a tutorial on Youtube. Unfortunately I can't really assist you in the technical aspect, but I'm more than happy to cheer you on!
Hello! I don't know if you still have this problem since its been a while since this post was made but here's what I do incase you've left the project or someone else needs to know Make another object inside the body and shape it to be what you want cut out. To see what you are doing, use Xray from the veiwport shading menu in the top right. Once you have the shape you want, apply the boolean modifier to the body and use the mode "difference" then select the piece you want to cut out as the object. click apply on the modifier and that space will be hollowed out and you can then delete the cut out. separating the limbs is a similar process using the boolean modifier but instead making the cutout object cover on of the halves. Duplicate the original object for the limb and use the boolean on "difference" for one then use the boolean on "intersect" for the other to get the other half of the object. To add ball joints to parts, you can use the boolean modifier like in the previous steps but use the "union" mode to stick it to another part. In short, once you get the hang of the boolean modifier, you can use it to do all the cutting and joining pieces for the hollowing out and creating ball joints. (I recommend using it after you've increased the poly count otherwise the boolean might give some weird sharp edges where the meshes joined) Hope this helps!
Hey!! I didn't want to answer until I got back to this project and today was the day, after work allowed me to haha. This is really SO much help, I still do not know how to use booleans and I am working on the hands/feet now, but still, I will keep it in mind, thank you so so much!!