UGC Approved Journal no 63975(19)
New UGC Peer-Reviewed Rules

ISSN: 2349-5162 | ESTD Year : 2014
Volume 13 | Issue 2 | February 2026

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Published in:

Volume 13 Issue 2
February-2026
eISSN: 2349-5162

UGC and ISSN approved 7.95 impact factor UGC Approved Journal no 63975

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Published Paper ID:
JETIR2602117


Registration ID:
575368

Page Number

b127-b129

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Title

The Necessity of Digital Sculpting and Traditional Sculpting in today’s Animation, Vfx and Game Design Industry

Abstract

Sculpting is a significant form of artistic expression that has evolved with time while retaining its creative and cultural value. Traditional sculpting, which involves working with physical materials such as clay, stone, wood, and metal, has been practiced for centuries and is deeply rooted in art history. With the advancement of technology, digital sculpting has emerged as a modern artistic practice that uses computer software to create three-dimensional forms in a virtual environment. This research paper discusses the traditional sculpting and digital sculpting for independent artistic practices. The purpose of the study is to describe their historical development, tools, materials, working processes, educational importance, and role in contemporary creative industries. The research is based on research using secondary sources such as books, academic articles, and industry publications. My findings indicate that both forms of sculpting continue to play an important role in artistic learning and professional practice. Traditional sculpting strengthens material understanding and craftsmanship, while digital sculpting supports innovation and industry-oriented workflows. This study aims to provide a clear academic understanding of sculpting practices for students of art and design.

Key Words

traditional sculpting, digital sculpting, three-dimensional art, fine arts, digital art

Cite This Article

"The Necessity of Digital Sculpting and Traditional Sculpting in today’s Animation, Vfx and Game Design Industry", International Journal of Emerging Technologies and Innovative Research (www.jetir.org), ISSN:2349-5162, Vol.13, Issue 2, page no.b127-b129, February-2026, Available :http://www.jetir.org/papers/JETIR2602117.pdf

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2349-5162 | Impact Factor 7.95 Calculate by Google Scholar

An International Scholarly Open Access Journal, Peer-Reviewed, Refereed Journal Impact Factor 7.95 Calculate by Google Scholar and Semantic Scholar | AI-Powered Research Tool, Multidisciplinary, Monthly, Multilanguage Journal Indexing in All Major Database & Metadata, Citation Generator

Cite This Article

"The Necessity of Digital Sculpting and Traditional Sculpting in today’s Animation, Vfx and Game Design Industry", International Journal of Emerging Technologies and Innovative Research (www.jetir.org | UGC and issn Approved), ISSN:2349-5162, Vol.13, Issue 2, page no. ppb127-b129, February-2026, Available at : http://www.jetir.org/papers/JETIR2602117.pdf

Publication Details

Published Paper ID: JETIR2602117
Registration ID: 575368
Published In: Volume 13 | Issue 2 | Year February-2026
DOI (Digital Object Identifier):
Page No: b127-b129
Country: Ahmedabad, Gujarat, India .
Area: Arts
ISSN Number: 2349-5162
Publisher: IJ Publication


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