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  • Published 7 Aug 2026

Sculpting engine to make Blender COMPLETE

Proposal: A standalone 'Screen-Space/Pixol-Based' Sculpting Workspace Environment. Just like how Blender successfully isolated its 2D Animation pipeline from standard 3D math using unique vector logic, it should introduce an optimized, independent sculpting viewport engine designed to bypass traditional 3D polygon RAM limits. Once the ultra-high detail sculpt is complete, a native internal 'Bake & Transfer' bridge translates that asset back into Blender's core 3D polygon system for rigging and animation, completely removing the dependency on external software like ZBrush.

Ps. Practically i'am asking if you could make a competition sculpting engine, like what Zbrush have in their arsenal, that doesn't require really powerful gpu to sculpt and even render models, tho yes it would still practically r#pe ram and cpu but gpu will go out of the way and there would be less dependency on gpu while sculpting (if a sculpt goes over the limit that is) but there would be way less dependency on it if sculpting didn't rely on usual Blender engine alone.

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Development Status: Open

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aiden9
7 Aug 2026

3 Comments

thinkingpolygons

haha big dream. never going to happen. nobody has the skills to replicate that, not even the devs from autodesk haha. if there was, they would've done it already✌

crank

Well Autodesk did have Mudbox but they abanodned it since Zbrush took all the pieces of the pie. If Pablo Dobarro remained working on Blender for years he might have pushed Blender to at least be close to Zbrush with his "Asset Creation Pipeline". I personally wouldn't imagine sculpting in Blender without the voxel remeshing that he added.

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thinkingpolygons

The mudbox situation is crazy. 😄 Mudbox was/is actually a very capable sculpting software, no idea why autodesk gave up on it, it makes no sense. And yeah, pablo dobarro is the reason blender sculpt mode is usable right now. If he was still around things would be much better for sure ✌

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