I wish to create sculpted tunnels, more specifically connecting two or more adjacent inward faces with a tunnel. I am open to other solutions as long as it accomplishes the goal of creating a tunnel. Sculpted_Plane

  • $\begingroup$ did you consider the possibility to create regular geometry "tunnel" maps first, and later sculpt them to become less perfect and regular? $\endgroup$
    – m.ardito
    Jul 21 '17 at 20:03
  • $\begingroup$ @m.ardito The image above is to illustrate the concept, I'm actually trying to update a much more complex piece. In the future I could attempt to do that, yes, but it's not a solution to my current problem. $\endgroup$ Jul 21 '17 at 20:40

You may do it deleting some vertices for both sculpted elements and join them using faces (with the bridge tool or F2 e.g.), then resculpt the joint, but it may be time consuming. I recommend you to use a Direct Union option of a BoolTool add on.

Activate it in User Preferences (Ctrl+Alt+U). enter image description here

In Edit Mode select a fragment of your element and separate it with P-->Selection. enter image description here

Enter Sculpt Mode and join elements using Snake Hook brush e.g. enter image description here

In Object Mode select both separated objects and press Shift+Ctrl+Num+ (or press Spacebar and type 'direct'). enter image description here

It'll merge your sculpted mesh, so it'll be ready for sculpting. Then you can smooth the joint's transition using Smooth brush e.g. and sculpt some detail there. enter image description here

  • $\begingroup$ I enabled bool tool then I saved, restarted blender, and checked again to be sure but direct yields no results and Shift+Ctrl+Numplus gives me an error that says: location <unkown location>:-1 RuntimeError: Operator bpy.ops.object.convert.poll() failed, context is incorrect. Any idea what I did wrong? $\endgroup$ Jul 22 '17 at 0:40
  • $\begingroup$ I don't know why it doesn't work for you. I use it often and there are no problems with it. You may try @Thomas Pendergrass 's answer though (which uses a Boolean Modifier): blender.stackexchange.com/questions/28525/… If it won't help you, feel free to ask a separate question about your issue. $\endgroup$
    – Paul Gonet
    Jul 22 '17 at 1:06

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