View Full Version : Sculpting Please
Uh oh, its one of those threads again :) but I just had to write this. My initial thought on sculpting in C4D was, ZBrush does it better, why bother? But then I played with Silo 2 for a while and realised that even though it is nowhere near ZB, it is plenty enough for 90% of my sculpting needs, and the benefit of having both standard and sculpting modelling tools in the same app far outweigh the poly count limitations. Also the release of Unity 2 and its terrain sculpting tools has just reaffirmed this. We have the brush tools of course, but they are just babies compared to what Modo Silo and Hexagon can do, so I'd love to see some half proper sculpting in R11. I am not saying I want it because other apps have it, I am saying that having tried sculpting outside ZB I found it was worth having because it made my organic modelling workflow a much speedier and much more pleasureable one. Of course the drawback with Silo and Hex for me is that they don't have built in renderers. I guess that would mean C4D needs to get a subD system - unless being able to sculpt the hypernurbs mesh is possible. Are there any serious obstacles stopping C4D from getting these tools?
Cheers
Boxy
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abdelouahabb
10-12-2007, 11:47 AM
hi
i think you can sculpt using bodypaint tools!
just select displacement channel and start it with a gray "127,127,127" color,
then choose a white color, the intensity will be the same intensity of the white!
for exemple, when you use a white with a value superior than 50%, you're rising
when you use white with 50% you're giving the mesh its original statut
if you use a value under 50% you're digging,
then if you use SPD you'll get good results (with rounded geometry)
you can do anything on the geometry, or simply on the uvmap. :thumbsup:
Hey that sounds interesting, I'll give it a whirl, thanks for the tip:)
Boxy
soccerrprp
10-12-2007, 12:39 PM
hi
i think you can sculpt using bodypaint tools!
just select displacement channel and start it with a gray "127,127,127" color,
then choose a white color, the intensity will be the same intensity of the white!
for exemple, when you use a white with a value superior than 50%, you're rising
when you use white with 50% you're giving the mesh its original statut
if you use a value under 50% you're digging,
then if you use SPD you'll get good results (with rounded geometry)
you can do anything on the geometry, or simply on the uvmap. :thumbsup:
Has this always been possible? Or is this with recent update? I'm surprised that this isn't touted more.
Thanks!
Richard
abdelouahabb
10-12-2007, 12:43 PM
with mograph and hyper nurbs you can see what you're doing on the mesh, if you have not mograph then use displacement view with Jenna.
don't forget to redraw (A).
NB: it's also possible with normals, just initialize the texture with blue, then i dont know the rest! because i tried it on a model which comes from internet with a normal map and i found that when i painted with blue, it's like painting with gray in displacement (centered)
Cheers. I don't have mograph and I don't think I can be bothered to go through the whole trying to get Jenna sussed lark.
If the Bodypaint thing works it might be OK as a temporary workaround but still as you say the disadvantage of no editor feedback and having to wait for the displacement prep before seeing a render - really there is no workaround for wysiwyg sculpting. What I really like about Silo's implementation is that you can add or subtract geom at any time and the displacement sculpting is not affected. Simple no brainers which just allow you to concentrate on the job in hand, that is what I like, which is why I use C4D :D
Thanks
Boxy
kromekat
10-12-2007, 01:15 PM
Also the release of Unity 2 and its terrain sculpting tools has just reaffirmed this.
Where can I find this new app? - sounds interesting.
Adam
vbvcvj
10-12-2007, 01:32 PM
Agreed, I vote for sculpting tools for next release.I don't like the workflow and interface of Zbrush and tedious import/export. Mudbox is cool, but it is an Autodesk thing. :D Modo has it, Silo has it, so, Maxon, give us scultping tools please !
Where can I find this new app? - sounds interesting.
Adam
Hi Adam
http://unity3d.com/
Cheers
Sav
kromekat
10-12-2007, 01:45 PM
Thanks Sav,
Off to check it out!..
I think we coulod make far more use of landscaping tools (have said so for years!) in Cinema, since the alternatives are either sub par in results, or just bloody useless in terms of stability!
Adam
Skamierski
10-12-2007, 03:13 PM
no professional needs sculpting in his 3d core implemented, just improve and fix the main functions !
Well on that reasoning, no illustrator needs a 3D app, get your brushes and oils out you lazy lot! :D
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