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Blender's new sculpt mode

Posted: Fri Apr 27, 2007 11:32 pm
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 :-)

Posted: Sat Apr 28, 2007 12:44 am
by AndyCR
Wow, that's cool! Remember: learning curve is once, but knowledge of how to use a powerful tool is forever.

Posted: Sat Apr 28, 2007 3:19 am
by darksmaster923
that tut looks really high poly. i like the scupt mode though, might be good for terrain

Posted: Sat Apr 28, 2007 3:34 am
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.

Posted: Sat Apr 28, 2007 5:04 pm
by hike1
knowledge is forever
Not if you forget!

Posted: Sun Apr 29, 2007 12:39 am
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

Posted: Sun Apr 29, 2007 1:23 am
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 :)

Posted: Sun Apr 29, 2007 2:24 am
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!

Posted: Tue May 01, 2007 1:19 am
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...