Blender's new sculpt mode

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wackedoutbiker
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Blender's new sculpt mode

Post by wackedoutbiker »

Wow, this might be exactly what I need. And I DLed the latest release 2 days ago.

http://www.becausewecan.org/node/258

It would especially be useful for creating models to make normal maps and texture bakes from. I think Blender has that, too.

But the interface steepens the learning curve for me... :-(

I'll get it sometime :-)
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AndyCR
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Post by AndyCR »

Wow, that's cool! Remember: learning curve is once, but knowledge of how to use a powerful tool is forever.
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darksmaster923
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Post by darksmaster923 »

that tut looks really high poly. i like the scupt mode though, might be good for terrain
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Post by zany_001 »

Blender rocks if you can get past the learning curve.But i suppose for such a powerful tool it needs a bit of complexity to the interface.
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Post by hike1 »

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wackedoutbiker
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Post by wackedoutbiker »

It's the finding decent textures for sculpting "brushes" and baking them to be actual object textures...

When I come up with a good method for this, I'll probably be turning out good stuff at a rate never before thought possible.

And also, before you import the object into Blender, be sure to unwrap it in LithUnwrap or some other UV editor. That way the baked texture and normals will fit the low-poly model...

Latest version 2.43 has it on blender.org
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Spyrewolf
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Post by Spyrewolf »

be sure to unwrap it in LithUnwrap or some other UV editor. That way the baked texture and normals will fit the low-poly model...
....um it's not that simple,
basically you have to make sure your hi-poly model has the same Silhouette as your lo-poly other wise the normal is not gonna match up and the illusion of the normal map is lost,

here's what i mean, look at this image its a lo-poly outline basically if your high poly outline does not fit into this it wont work properly and will look odd

Image

just something to consider when making both models :)
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Post by Gunner Pink »

Blender is the hardest thing I've ever seen, it took me ten minutes to make a sphere...

Its because its a game engine as well, you need to be so good to use that!
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wackedoutbiker
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Post by wackedoutbiker »

I have tried by starting out with a low poly model and adding some detail to it bit by bit...not sure how much detail I can add without making the low-poly model's normal maps mess up...should the hi-poly be shrinked to fit within the low-poly's cage or something? I've heard of that method from other programs...

I am trying using LithUnwrap to make the UV's match up on the low-poly then I'm exporting to Blender to sculpt...is this a good way?

Or do you have a better idea? Just trying to get it right...and I'm still learning Blender, so any well-intentioned advice would be appreciated...

Screens maybe later this week...
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