Some ideas for sculpture mode
Edited: Some ideas for sculpture mode:
You do not have to see the camera and the lamp in this mode (feedback)
I think there should be a Brush of Scale. I do not think inflate will replace it.
Another brush would be an Add Brush, which I called Foam Brush in some post. It would be similar to the ZBrush brush in 2.5D mode, but acting in 3D. ZBall would be another good comparison.
It would be nice if there were several texture presets for brushes by default. In fact, presets is the kind of thing Blender usually misses when we talk about production. Having to search for materials and brushes and do all that download and install everything if I change PC is a problem. Being able to install presets inside the program installer is very interesting. I'm hoping Blender 101 will bring things like PBR Materials, and other presets.
There could be a bar, in the upper part I do not know, whose function was to add or remove resolution of the model non-destructively. It could at least use modified versions of tools like decimate, multres, and subsurf. Although the dynamic topology and Tesselator - Quadrilateral Remeshing addon they can add even more interesting options to it all.
Layers of sculpture / modeling, like in ZBrush. Kind of like we have something similar if we use the Multiresolution modifier or the Brush Nudge. But something more appropriate could arise and be useful.
I seriously think about how it could be done to make Blender perform as well as Z-Brush in sculpture mode. And I would like to ask you all as well.
Edit: I knew I would find something. Besides I do not understand so much of the programming in computer graphics, I have difficulty remembering the names and terms used. In this case, one of the important is the parallax occlusion map. From what I understand, it can generate illusions of polygonal surfaces as a very high level of quality. And it even seems to me that it can display the texture off the edge, which is an important point. The idea would be to use this to visualize various details made in the sculpture mode. I believe that Blender could gain a lot in performance because it would not have to use so many polygons.
chetanjags.wordpress.com/2013/05/10/parallax-occlusion-mapping-with-silhouettes/
resources.squid.io/wp-content/uploads/2016/10/0-yHu-P1hkESD6pFN.png
forums.unrealengine.com/filedata/fetch
And as this would be necessary to use textures, and therefore, a UV mapping. I figured it would be necessary to have an automated mapping option that could later be transferred to a quality map. The automated creation of quality UV mapping, with the possibility of exporting what was done automatically to other quality mapping done by you manually.
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This looks like a duplicate of something you've already posted... but even then, it really needs to be broken up into individual posts (one per idea) so they can be discussed separately.
* @Jason van Gumster * Ah yes! Now I get it. It turns out that before this post did not have these ideas of brushes. It was just a few other issues, such as the bar and the layers. I was trying to explain things, but I was confused so I continued to search and found things that might help in understanding the description of my thinking. And again thanks for the guidance.