Paint tool improvements - will improve stroke, generalize the sculpt related brushes to be able to work with painting (ie rake), add multichannel support and layers support.Sculpt tool improvements - huge number of brushes and interface improvements.Multires improvements - including masking support.We have 4 GSoC projects that relate to functionality around sculpting and painting However I suspect that with the GSoC project for sculpt we will pull ahead of it and others regarding Brushes. The brushes in Sculptris are implemented quite well, and are currently better behaved than those in Blender. Sculptris works by locally tesselating wherever the user is sculpting based on a tesselation factor, so detail can be added where needed, and the user doesn’t have to worry about not being enough poly density to get good detail. How does it compare with Blender’s own Sculpt Mode? And what about UV information? Does the UV information survive a “.obj” import/export movement between Sculptris and Blender? Or can “Bake Selected to Active” work even if say the Sculptris imported version has no UV information? Has anyone used this software with Blender? I know some colleagues who are telling me this can be used to produce some really nice normal maps… But has anyone done a proven workflow with Sculptris? Pretty much everyone is aware of sculptris,
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