A good few months ago I was struggling with the task of sculpting some of the more wiggly bits that people have; ears, fingers, toes, hair etc.
Each of these things are fairly easy to do in isolation, for example sculpting an ear without having the side of the head getting in the way wouldn’t be too tricky, but pulling those parts out of the main head or body object was proving to be an absolute nightmare.

At the time, lovely Mrs. Dave said something like “Can’t you sculpt them separately then stick them together?” and I thought about it briefly and said “Would be nice if you could, but stitching two sculpted objects together would be a pain in the ass.”

Fast forward to last night and I’d been thinking about it again. I sculpted two arbitrary forms and attempted to join them together. First I used circle select to select and delete a similar patch from each object. Next I attempted to alt-right click each edge loop, trying to select the vertices around the hole I’d made in each object. The trick to this was finding out which bits of broken topology halted the edge loop, healing those sections by removing edges, then trying again. Once I’d got them both selecting in a single loop, I tried using the bridge edge loops function to join them together.

This kind of worked OK, but I did have a bit of a job getting the edge counts the same to make it work nicely.

Then I had a bit of an epiphany. The only reason I’d warned myself off using boolean modifiers is that they tend to bugger up the topology of your model. But given that I’m using dyntopo, it hardly matters!

This is great! I can sculpt loads of different face/body parts and then piece them together, boolean union them, then clean up the seams in sculpt mode!


“To the face mines!”

First attempt at using the above technique (still WIP):


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