I'm learning sculpting. Is there a way I can "array" a sculp imprint to make wrinkles or snake scales?

My plan is to sculpt snake scales onto a cylinder and then bake the details into that cylinder so animations I use run smoothly.

But, there's a catch: in order to do this, I'd have to sculpt each and every scale manually, but that defeats the purpose of blender being blender! Snakes have several different types of scales: top and bottom head scales, and then separate top and bottom body scales.

Is there a way I can copy and paste a cylindrical projection of scale patterns further down the cylinder of a mesh I'm sculpting? This is like using a texture brush, but instead of a brush, it wraps around the entire cylinder.

Is that possible? How else do I repeat a detailed pattern I made?

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  • Martin Bergwerf replied

    There are several Settings for Tiling, but there is also this:

    Radial.png

    I recommend you watch the Fundamentals of Sculpting: https://cgcookie.com/courses/core-fundamentals-of-digital-sculpting-blender 


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  • Dwayne Savage(dillenbata3) replied

    It depends on how detailed you want to get. You can use sculpting, but you can also use instancing. Either default or thru geometry nodes. Basically you model out a scale then use instancing to place a scale at every vertex on your cylinder/mesh. Another option is to use particle system. 

    Basic instancing: select scale then shift+select mesh. Ctrl+p->object. Then select mesh, in properties editor in the object tab under instancing change from none to vertex.