Model : Mobility Radeon 9100 IGP (RS300M AGP) Stops with error, new graphics driver may help. (different parts of the mesh would have a different number of levels anyway) Think of it like a sort of automatic mutiresolution mesh, but without having to worry about the mesh at all, or the number of levels. Then you could use the hooks if you wanted to do a bit of mesh editing or texturing, but not lose the details on top. The level of geometry required for the hooks would be specified, and any transformations performed on them as higher resolution details was added would also transform the textures, etc. fake faces) at a lower level of geometry. What would be nice is to do this, but then provide hooks (i.e. Things like this will be easy to code! :) Just wait until BMesh in Blender is complete. (it's not related internally - but the idea is related) We've had this sort of stuff in fluid sim for years, and I think it's theoretically possible to do it for sculpting too pretty easily. I'm surprised this is a feature that makes sculptris stand out! I've always thought adaptive mesh geometry is an obvious thing to have in a sculpt tool. Or getting even better Retopo tools in Blender (someone please tell me how the 2.5 reptopo is better than the 2.49) so that we can retopo the mesh after sculpting (Thanks for the surface sketching, BTW). Maybe an auto-export/import feature so that you could move between the two programs, tweaking as you go. I think instead we could work on integrating the two to work more seamlessly. We don't want Blender to become a massive program that does everything from audio editing to picking your toenails, and this program works fine on it's own. I agree with GREENie, Blender can't have everything. However, I think we should not try to merge it with Blender. The guy who's making it wants to actually take Blender's decimate modifier and somehow incorporate it into the program, because right now, his "reduce poly" tool doesn't work well, and the only way to keep poly count from getting too high to work with is by importing into Blender, decimating, and exporting again. obj files to it for proper testing, it's definitely worth a look." Makes me want to have a automatic remesh button in the sculpt modifier in Blender. Imagine starting with a ball, make a leg for it, make a feet, make the toes, then make one toe longer, then make a ball from it, make the ball have legs and arms. Its main feature is dynamic mesh tesselation that will provide additional detail where necessary, without the user needing to worry about it." Basically it means that there is no subdivisions to worry about and you can go for as wicked shape as you please without ever needing to worry about the vertices. From the page: "This is a work-in-progress sculpting tool that I've been developing since early December 2009. "I think this program isn't quite as usable as Blender's sculpt tools or quite as fast as Zbrush but it certainly has something that I haven't seen anywhere else. Its not Blender related and I'm not sure what to make of this program but since there seems to be some interest in it, I decided to pass it on to you to check it out. There were several article suggestions for this sculpting program in the BlenderNation mailbox.
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