Random and ill-planned abuse of Sculpting (either in Sculptris or Blender) will result in bloated sculpted meshes that will cause slow-down and hang the system. You must also be very very meticulous about what details are Actual Topology in your original model (and thus won’t be sculpted) and what does become sculpted. All you have to do is import the Sculptris mesh. As a “Baking Source” the Sculptris/Blender Sculpt result can produce any maps and you don’t have to think about. As long as the Lower-Res Baking Target’s topology is pretty strong, you can have very clean projection and zero increase in the number of vertices and not worry about rigging issues. Guys, what we have found is that Sculptris (or even Blender’s Sculpt Mode) is great at producing Hi-Res “Baking Sources”. In short I would be surprised if Blender hasn’t surpassed what is available in sculptris by the end of summer. Pen tablet and space ball input improvements - vastly improved interaction when using these toolsĪlso Farsthary has done a dynamic tesselation implementation for blender sculpting.Īlso another of the GSoC projects is a quad dominant remeshing algorithm.Paint tool improvements - will improve stroke, generalize the sculpt related brushes to be able to work with painting (ie rake), add multichannel support and layers support.Sculpt tool improvements - huge number of brushes and interface improvements.Multires improvements - including masking support.We have 4 GSoC projects that relate to functionality around sculpting and painting However I suspect that with the GSoC project for sculpt we will pull ahead of it and others regarding Brushes. The brushes in Sculptris are implemented quite well, and are currently better behaved than those in Blender. Sculptris works by locally tesselating wherever the user is sculpting based on a tesselation factor, so detail can be added where needed, and the user doesn’t have to worry about not being enough poly density to get good detail. How does it compare with Blender’s own Sculpt Mode? And what about UV information? Does the UV information survive a “.obj” import/export movement between Sculptris and Blender? Or can “Bake Selected to Active” work even if say the Sculptris imported version has no UV information? Has anyone used this software with Blender? I know some colleagues who are telling me this can be used to produce some really nice normal maps… But has anyone done a proven workflow with Sculptris? Pretty much everyone is aware of sculptris,
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