![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
http://www.youtube.com/watch?v=6DNRg6pdNeE
Now *that* is what I think of when I think of 3D modeling. And apparently
from comments it's pretty easy. I'll have to see if I can use the .obj's it
outputs in my current projects.
--
Darren New, San Diego CA, USA (PST)
Ada - the programming language trying to avoid
you literally shooting yourself in the foot.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Am 23.05.2010 21:36, schrieb Darren New:
> http://www.youtube.com/watch?v=6DNRg6pdNeE
>
> Now *that* is what I think of when I think of 3D modeling. And
> apparently from comments it's pretty easy. I'll have to see if I can use
> the .obj's it outputs in my current projects.
That's awesome! I just gave it a try - looks and feels like great fun.
I haven't figured out however how to change the topology of an object
(create genuine holes in an object for instance, instead of just
depressions) - except for exporting to .obj, modifying the topology in
e.g. Wings3d, and re-importing.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
clipka wrote:
> Am 23.05.2010 21:36, schrieb Darren New:
>> http://www.youtube.com/watch?v=6DNRg6pdNeE
>>
>> Now *that* is what I think of when I think of 3D modeling. And
>> apparently from comments it's pretty easy. I'll have to see if I can use
>> the .obj's it outputs in my current projects.
>
> That's awesome! I just gave it a try - looks and feels like great fun.
>
> I haven't figured out however how to change the topology of an object
> (create genuine holes in an object for instance, instead of just
> depressions) - except for exporting to .obj, modifying the topology in
> e.g. Wings3d, and re-importing.
Oh! Wings can import Obj! And export fbx. Most awesome. *Now* I have
incentive to actually try it out.
I still want a 3D input mechanism instead of something flat, tho. Specs and
gloves, guys, specs and gloves.
--
Darren New, San Diego CA, USA (PST)
Ada - the programming language trying to avoid
you literally shooting yourself in the foot.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
clipka wrote:
> That's awesome! I just gave it a try - looks and feels like great fun.
BTW, I also saw video-demos of a program called "CrazyBump" (CrazyBump.com)
that makes bumpmaps. I saw a few different formus where people were saying
it's great. It's not startling amazing or anything, but if you need
bumpmaps, it's something I hadn't heard of before that looks good.
--
Darren New, San Diego CA, USA (PST)
Ada - the programming language trying to avoid
you literally shooting yourself in the foot.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Am 24.05.2010 00:13, schrieb Darren New:
> I still want a 3D input mechanism instead of something flat, tho. Specs
> and gloves, guys, specs and gloves.
Still waiting for the genuine haptic-feedback 3d touchscreen :-P
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Am 24.05.2010 01:06, schrieb Darren New:
> clipka wrote:
>> That's awesome! I just gave it a try - looks and feels like great fun.
>
> BTW, I also saw video-demos of a program called "CrazyBump"
> (CrazyBump.com) that makes bumpmaps. I saw a few different formus where
> people were saying it's great. It's not startling amazing or anything,
> but if you need bumpmaps, it's something I hadn't heard of before that
> looks good.
Sculptris does that, too. Though I'm not sure yet whether I like the
interface for that nor not.
However, texture painting is simple & straightforward in Sculptris.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Darren New escreveu:
> http://www.youtube.com/watch?v=6DNRg6pdNeE
most impressive to me is the "drawing" tool, which seems to really
"draw" new polygons, rather than simply expand the existing ones until
some areas are very dense and empty and others lacking detail. Like in
Blender sculpting.
Sculpting is great for generating finely detailed models, but for
animation it also needs finely crafted topology with proper edge loops
in the proper places in the final mesh. Most sculpting tools generate
messy topology with dense meshes, including commercial ones like ZBrush.
Which is why they all provide retopology tools, to assist one in
generating a new clean mesh on top of the current convoluted one. It's
still very time-consuming, though. I guess the holy grail for such
sculpting tools is to provide a clean mesh or automatic retopology.
--
a game sig: http://tinyurl.com/d3rxz9
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
nemesis escreveu:
> Darren New escreveu:
>> http://www.youtube.com/watch?v=6DNRg6pdNeE
>
> most impressive to me is the "drawing" tool, which seems to really
> "draw" new polygons, rather than simply expand the existing ones until
> some areas are very dense and empty and others lacking detail. Like in
> Blender sculpting.
>
> Sculpting is great for generating finely detailed models, but for
> animation it also needs finely crafted topology with proper edge loops
> in the proper places in the final mesh. Most sculpting tools generate
> messy topology with dense meshes, including commercial ones like ZBrush.
> Which is why they all provide retopology tools, to assist one in
> generating a new clean mesh on top of the current convoluted one. It's
> still very time-consuming, though. I guess the holy grail for such
> sculpting tools is to provide a clean mesh or automatic retopology.
damn sweet interface...
BTW, the guy seems to be one of those multifunctional young geniuses:
http://www.drpetter.se/projects.html
ranges from raytracers, games and console emulators to painting, 3D
painting, animation and music synthethizers... almost a Da Vinci! :D
--
a game sig: http://tinyurl.com/d3rxz9
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
nemesis escreveu:
> Darren New escreveu:
>> http://www.youtube.com/watch?v=6DNRg6pdNeE
>
> most impressive to me is the "drawing" tool, which seems to really
> "draw" new polygons, rather than simply expand the existing ones until
> some areas are very dense and empty and others lacking detail. Like in
> Blender sculpting.
>
> Sculpting is great for generating finely detailed models, but for
> animation it also needs finely crafted topology with proper edge loops
> in the proper places in the final mesh. Most sculpting tools generate
> messy topology with dense meshes, including commercial ones like ZBrush.
> Which is why they all provide retopology tools, to assist one in
> generating a new clean mesh on top of the current convoluted one. It's
> still very time-consuming, though. I guess the holy grail for such
> sculpting tools is to provide a clean mesh or automatic retopology.
oh well:
http://www.blendernation.com/unlimited-clay-soon-in-blender/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Blendernation+(BlenderNation)
the cuban guy behind Blender volumetrics is at Blender sculpting again,
this time with Sculptris and dynamic tesselation as a model rather than
the voxel model of 3DCoat! That can only be good news, specially for
Linux folks. :)
Damn, that alone should be reason enough to drop the embargo on the
island... :D
--
a game sig: http://tinyurl.com/d3rxz9
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
nemesis escreveu:
> nemesis escreveu:
>> Darren New escreveu:
>>> http://www.youtube.com/watch?v=6DNRg6pdNeE
>>
>> most impressive to me is the "drawing" tool, which seems to really
>> "draw" new polygons, rather than simply expand the existing ones until
>> some areas are very dense and empty and others lacking detail. Like
>> in Blender sculpting.
>>
>> Sculpting is great for generating finely detailed models, but for
>> animation it also needs finely crafted topology with proper edge loops
>> in the proper places in the final mesh. Most sculpting tools generate
>> messy topology with dense meshes, including commercial ones like
>> ZBrush. Which is why they all provide retopology tools, to assist one
>> in generating a new clean mesh on top of the current convoluted one.
>> It's still very time-consuming, though. I guess the holy grail for
>> such sculpting tools is to provide a clean mesh or automatic retopology.
>
> oh well:
>
http://www.blendernation.com/unlimited-clay-soon-in-blender/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Blendernation+(BlenderNation)
>
>
> the cuban guy behind Blender volumetrics is at Blender sculpting again,
> this time with Sculptris and dynamic tesselation as a model rather than
> the voxel model of 3DCoat! That can only be good news, specially for
> Linux folks. :)
>
> Damn, that alone should be reason enough to drop the embargo on the
> island... :D
bwahaha, too much fun!
http://i49.tinypic.com/21l7byb.jpg
always wanted to do something like this in Blender all in sculpting, but
it'd require a base mesh one way or the other.
--
a game sig: http://tinyurl.com/d3rxz9
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |