Roberto Roch, a brilliant blender artist and sculptor shares with us his story in blender and sculpting.
My name is Roberto (blenderartists user: sick) and I am a self-taught 3d sculptor from Spain working with Blender and Gimp, along with a bunch of other opensource applications. I started learning CG in 2006, trying Blender 2.42 in Windows XP. A friend and I did a small demo maze with the game engine, decided our 'game' sucked, and forgot about it. About a year later, I decided to switch to Ubuntu and forced myself to learn how to use Blender and Gimp instead of 3dsMax and Photoshop. I've been learning on my own with the help of all the people that posted their tutorials online since then. First reading all the documentation at blender.org, then everything art and CG related I could find to suit my needs. I've been documenting this process in my blog since 2008.
As my skills began to grow I got some local jobs doing projects like virtual backgrounds for videos, web graphics, producing tutorials, laying out websites, and lately, doing low poly models for augmented reality apps.
After trying most of the parts of Blender, I started to become more interested in sculpting. When I decided to take it more seriously blender 2.5 was released, and with it many improvements to blenders sculpting tools. I have been following the development ever since, and have been recording sculpting sessions since past summer on my youtube and vimeo channels.
One of the greatest forces in improving blender and its sculpting tools has been the GSoC. Last years GSoC sculpt project was focused solely on sculpting tools, and this year's Onion Branch has again been focused on improving sculpting and also painting/UV tools. Both parts of blender have improved greatly with lots of new features, and great results from blender's sculpt and paint modes are getting better and easier to achieve. In my latest creations I have been using the Onion branch which every day becomes better to use. I recommend for anyone using blenders Onion branch that you join the feedback team and let them know what you think.
This is one of the nicest things about Blender; how easy you can access any build you want at any time, both official builds from blender.org or experimental ones (such as the Onion branch) from graphicall.org. This, coupled with its small footprint in the hard drive, makes it perfect to work on site anywhere you need.
In wrapping up, the best way I can define the results of blender's sculpting development is by quoting Ben Simonds:
“It’s really cool these days that it’s getting harder and harder to tell whether a sculpt was done in ZB or Blender”
To watch more of Roberto's projects in motion, head over to his youtube page.