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idea #206: high resolution sculpting



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Written by LetterRip the 30 Dec 08 at 01:48. Category: Sculpting. Status: New
Description
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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hoehrer wrote on the 20 Apr 08 at 07:18
Yeah, adaptive subdivisions would help a lot with keeping poly-count low for sculpting - we onyl need fine geoemtry where there is a lot of detail anyway :D

dma88 wrote on the 2 Jun 08 at 11:30
is there some way to do it like zbrush 3's HD sculpting, where you only work on a small part of the mesh at once?

Skwerm wrote on the 2 Jun 08 at 12:33
dma88: Yes -- Alt-B.

+1, if it's possible to do. ZBrush is specifically written for this type of modeling. It may be a case where Blender's internal architecture would have a hard time handling super-high poly sculpting without having to remove/degrade some of the other types of modeling.



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