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    <title><![CDATA[Blenderstorm]]></title>
    <link>http://www.blenderstorm.org/qapoll/ideas</link>
    <description><![CDATA[Post your ideas and vote for the entries you like.]]></description>
    <language>en-us</language>
    <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
    <lastBuildDate>Fri, 21-Nov-2008 00:00:00 UTC</lastBuildDate>
    <generator>QAPoll module</generator>
 

    <item>
      <title><![CDATA[[71] high resolution sculpting]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/206/</link>
      <description><![CDATA[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<br /><br />http://www.dgp.toronto.edu/~rms/pubs/SurfaceTreeEG08.html<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/206/</guid>
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    <item>
      <title><![CDATA[[6] new sculpt tool: subdivide]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/577/</link>
      <description><![CDATA[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.<br /><br />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. <br /><br />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.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/577/</guid>
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    <item>
      <title><![CDATA[[5] Just a Few Nice Sculpting Features]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/540/</link>
      <description><![CDATA[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:<br /><br />*Alphas<br />   - 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.<br /><br />* Switch to Lower Multires Level on Pan/Zoom<br />   - 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.<br /><br />* Fix the Alt-B Function<br />   - 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.<br /><br />These are just a few things that I personally think would could really improve Blender's sculpting feature.<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/540/</guid>
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    <item>
      <title><![CDATA[[1] Normals on sculpting ]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/646/</link>
      <description><![CDATA[I think is a good ideea to show normals on "Sculpt Mode"<br />Why ,for example  because help on align some faces ...<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/646/</guid>
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    <item>
      <title><![CDATA[[1] Adding UV mapping to Sculpt Brush Texture (with Drag, Tile, 3D)]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/656/</link>
      <description><![CDATA[I don't think this has been suggested, been looking around.<br /><br />Currently when using a texture for a brush, there are the options to drag the image over the mesh, tile it over the screen and paint like a stencil and using it in '3D', which works a treat for procedurals, but not so great (after playing with it and experimenting) for still image texture files.<br /><br />For example, if we had a bump map texture of a human face as a UV mapped image - we could then assign that texture to the brush/mesh as an overall "stencil/mask" if you will, so that the draw (and other) brushes would paint over it like with Tile and 3D, but affected by the UV map coordinates.<br /><br />It is straight forward in my head as a feature, but I hope I explained it ok. Not sure how simple that would be to code, but I appreciate such things can be more work for coders than artists realise.<br /><br />Cheers!<br />
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      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/656/</guid>
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    <item>
      <title><![CDATA[[1] Radial symmetry in sculpting mode]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/678/</link>
      <description><![CDATA[Hi!<br />This is an extremely useful tool , especially for round or lathed objects, which I've longed for ever since sculpting was implemented in Blender<br />Here is a practical example right to the point<br />http://www.youtube.com/watch?v=VfXHVlQKDuQ<br />A vase is created and ornamented in ZBrush 3.x.<br />You can only see one red dot/brush, but in reality the brush is repeated around the model "n" times, to symmetrically affect it, something which is not possible right now in Blender. Same goes for, say, the creation of a tripod, and so on.<br /><br />I don't think that the implementation of such a feature is technically difficult, besides, Blender coders have worked miracles lately. But this is a VERY useful feature that I would like to have available.<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/678/</guid>
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    <item>
      <title><![CDATA[[-1] Editing capability while in multires]]></title>
      <link>http://www.blenderstorm.org/qapoll/ideas/item/692/</link>
      <description><![CDATA[So far when you enter multires mode you can't edit the mesh any more. You can of course enter edit mode but you can't delete or add any verts/edges/polys. Sometimes you need a quick and basic change in topology, e.g you have created a head from a cube and while sculpting you decide to delete a few faces at the bottom to create an open neck. Or that you want to create an opening for the vase you just vreated from a cylinder. To do that you will have to apply multires and thus lose all the flexibility of the many levels of detail.<br />Perhaps a way could be found to go "in and out" of multires for such editing work, or simply be allowed to delete faces in edit mode, even only at the base (1) level of detail.<br />I don't know why such a possibility isn't available, I'm sure it's due to technical reasons, and I hope that the mesh structure been worked on for 2.5 will remove such restrictions.<br />Hope someone comments on whether this is posible or not.<br />Thanks!<br />
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</description>
      <pubDate>Fri, 21-Nov-2008 00:00:00 UTC</pubDate>
      <guid>http://www.blenderstorm.org/qapoll/ideas/item/692/</guid>
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