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high resolution sculpting  
Written by LetterRip the 14 Aug 08 at 22:46. Category: Sculpting. New
currently you can achieve roughly 8 million polys on typical hardware, zbrush and mudbox can both achieve a couple of orders of magnitude more detail sculpting. Perhaps Kais adaptive subdivision ideas can be used for this or possibly this research

http://www.dgp.toronto.edu/~rms/pubs/SurfaceTreeEG08.html

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new sculpt tool: subdivide  
Written by emu the 28 Aug 08 at 13:37. Category: Sculpting. New
Sometimes, when sculpting, you are missing vertices in a little part of your mesh, but the others are much less detailed. It would be very convenient to have a tool that simply would add vertices randomly into the surface under brush.

How I imagine it: when you start dragging mouse above an area, blender would save the current mesh. Then, while you hold down left key, it would intelligently place increasing count of vertices across surface under the brush, not caring about the original topology at all.

It would produce very messy topology, but that doesn't usually matter when sculpting, as many people use sculpt mode just to create a model for Retopo.

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Just a Few Nice Sculpting Features  
Written by mikelpanky the 10 Aug 08 at 13:41. Category: Sculpting. New
As far as sculpting, Blender is fairly new. It's surprising that the sculpting system is as good as it is. A few things that would really make it substantially better are:

*Alphas
- Just like in ZBrush, you would be able to position an alpha channeled image over you model and then only paint inside the bounding areas, also with the ability to inverse the alpha channel. This would be highly useful for sculpting fine wrinkles, signatures, creases, folds, etc.

* Switch to Lower Multires Level on Pan/Zoom
- In order to move around your model quickly while sculpting, it would be very useful if Blender changed the level down one step while panning or zooming. This would allow movements around the model to be quick and fluid.

* Fix the Alt-B Function
- Correct me if I'm wrong, but it appears that the Alt-B method of hiding geometry on a model in Sculpting mode does merely that; hides it. It is not effective for making your system run faster, only hiding unwanted geometry. This would be VERY useful for those like me with limited resources.

These are just a few things that I personally think would could really improve Blender's sculpting feature.

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