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
Blender's new sculpt mode
- wackedoutbiker
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Blender's new sculpt mode
More atrocities are committed in the name of that which is holy and righteous than that which is wicked and evil
Wow, that's cool! Remember: learning curve is once, but knowledge of how to use a powerful tool is forever.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
- darksmaster923
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- wackedoutbiker
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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
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
More atrocities are committed in the name of that which is holy and righteous than that which is wicked and evil
....um it's not that simple,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...
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
just something to consider when making both models
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- wackedoutbiker
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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...
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...
More atrocities are committed in the name of that which is holy and righteous than that which is wicked and evil