1. #61
    Member User Gallery
    Join Date
    Jul 2010
    Posts
    41

    Default

    I hope it will be also possible to sculpt a painted model.
    Is ther any news about next version, or alpha?

    By the way, farshtary is on the good way about adaptive tesselation in Blender.
    http://farsthary.wordpress.com/2011/...ike-sculpting/

    The challenge is good !

  2. #62
    Member User Gallery
    Join Date
    Jan 2010
    Posts
    62

    Default

    any new info on this? Really looking forward to seeing what it's capable of.

  3. #63
    Senior Member
    User Gallery
    Join Date
    Jan 2005
    Location
    NJ, USA
    Posts
    300

    Default

    Wow. If ZB could incorporate something like this it would be fantastic.
    I've been a Freeform user for over 10 years now and am no stranger to the benefits of voxel sculpting but to have this functionality in a poly modelling app would be INSANELY COOL!!!

    The auto-tessellating of sculptris seems great but, again...to have it work on poly meshes....man, that would be great!!

  4. #64
    Member User Gallery
    Join Date
    Jul 2010
    Posts
    41

    Default

    The adaptative tesselation is a really hot subject.

    That's why Pilgrim hired Farsthary !
    http://farsthary.wordpress.com/2011/...ombastic-news/

    The race between Pixologic and Pilgrim is just to start !

  5. #65
    Senior Member User Gallery
    Join Date
    Aug 2005
    Posts
    440

    Default

    Quote Originally Posted by lorembolo
    The adaptative tesselation is a really hot subject.

    That's why Pilgrim hired Farsthary !
    http://farsthary.wordpress.com/2011/...ombastic-news/

    The race between Pixologic and Pilgrim is just to start !
    Although Andrew is a Pilgrim, he's also from Pilgway.
    They have a ways to go before they beat ZBrush.

    Hopefully they make a very clear and efficient interface. ;-)
    Last edited by SeanJM; 02-06-11 at 01:47 PM.

  6. #66
    Senior Member User Gallery
    Join Date
    May 2007
    Posts
    184

    Default

    Not complaining but some news about this would be nice... I don´t know if they abandon this project or still working on it. I´d like to know either way.

  7. #67
    Senior Member
    User Gallery
    Join Date
    Apr 2004
    Posts
    112

    Default

    this will be a longuish reply but i think someone needs to tackle yet again things from the very basics.....
    a 3d modeling program first and most importnat mission is to create shapes...any shapes any kind of shapes...not only humanoids or bipeds or blobby monsters or high frequency detail but any shape...hard, soft mathematical etc...
    Topology is a necessity and is a constraint because of the way rigging is handled etc...there is not such thing as topology in nature...a rock does not obey any quad pattern nor any designer draws things so to accomodate a quad structure...no architect buids structures only if they can be created in quads or any engineer designs a plane with n äll quad constraint......while trough pratcice we learnt how to solve with a wireframe the human structure, it is just a simulation but even the best topology does not respect every feature of the human body...it is a compromise...in fact when we create models we create paper thin surfaces....creating wireframe is a computer limitation and highres sculpting is a flavor of modeling an dynamic tesselation another one...so far to be honest teh thing that most closely mimcs reality is Voxels as it is aware of a volume...u can drill, substract or add mass of arbitrary form just as you will substract or add clay...there is no compromise and you can boolean cut sculpt detach split and do whatever you like with it.
    Zbrush is an awesome tool but by its surface based nature is showing certain limitations...try to cut a hole trough a mesh...impossible unless...unless you use remesh or shadowbox wich uses a voxel engine in the backgorund....so all teh elemnts are there to unify and stop creating 1000 different brushes wich are just a clone of the previous with a slightly different setting...if we had a real unlimited volume not a multiresolution mesh but a real volume with real mass and clay behaviour we then could create without the need to switch to zspheres or shadowbox then back to polys and it will be an effcient design.
    if we are going to create shape of any sort with the eventuality of needing to cut a hole trough a surface or intersect shapes and only when ready retoplogize y think we could streamline the process and have only two steps...shape creation and retopology to suit the limitations of tools down the pipe until those tool evolve as well into something more flexible and eventually get rid of retopology alltogether...
    at the moment zspheres, polys, shadowbox etc are disconnected workflows that Voxels could easily make universal and solid.Tesselation on the fly solves the pulling shapes problem but does not solve the cutting surface problem wich means u can add but u cannot substract ...it is hard to believe that everybody has overlooked such a basic principle.
    Regarding toplogy and quads i have to note that originally Nurbs where all quad patches...and Ed Catmull developped subdivs in order to overcome the limitation of Nurbs...basically to be able to create arbitary topology and not be limited by quads...as you might know Pixar rendrman is perfectly capable of rendering quads,n gons and obviously tris with teh only limitaion of no more of 36 edges to a vertex...its an irony that teh subdiv algo purpose has been defeated by an all quad to death approach that has only its origin in rigging problems down the pipe . The pole problem of pinching is a limitation of the algo that can reach C1 continutity only not because of tri but beacuse of extraordinary vertices wich is 5 or more edges goin to one point...interesting enough u can achieve this with an all quad structure creating as well a pole.This is not much of an issue except if u are going to render something that needs to be so reflective that u will notice the reflection kink in c1 continuity...for any other shape u will never notice it.and funny enough this is why in Nurbs you need to create so many intermediate surfaces like blends and fillets to avoid stitching and creating poles...the blends and fillets will create a continuity that will be render as a contiguous blending surface at render time once the Nurbs are converted into...tadaaaaa tris! so basically u create nice all quad Nurbsbut the mathematical solution to trim and intersections relies on tris.

  8. #68
    Senior Member
    User Gallery
    Join Date
    Jul 2003
    Location
    the netherlands
    Age
    57
    Posts
    3,541

    Default DrPetter "I'm not a doctor!"

    Almost sure you are a doctor

  9. #69

    Default

    I think the title "Code Ninja" is a better fit.

  10. #70
    Senior Member User Gallery
    Join Date
    Aug 2005
    Posts
    440

    Default

    New info: http://www.zbrushcentral.com/showthread.php?t=112655

    Alpha 6

    Beta Testers Needed

  11. #71
    Senior Member
    User Gallery
    Join Date
    Jul 2009
    Location
    Athinai
    Age
    55
    Posts
    2,476

    Default

    Now its the right time!!!
    Autoretopo is needed.

    There's some misunderstanding about retopology needs.
    A different topology is needed for painting-sculpting another for animation. This last has to be done manually (testing possibly) but the first is needed to have even quads for painting displacing etc. Loops need to follow the needs of a sculptor, more than one retopo may needed during the process. So, it has to be fast, 2-5 min max.
    Here comes auto-retopology. My experience using 3dcoat for this job.
    I came to this conclusion anyway. That detailed sculpting has to be done after retopology Any shrinkwrapping method loses details and baking displacements methods are great for low poly meshes only (VG etc). Have in mind that painting directly on UV maps seems the best but in fact it isn't.

    Of course you're a doctor, a good one.
    Thank you for this excellent work Dr .
    Last edited by michalis; 04-15-11 at 04:17 AM.

  12. #72
    Member User Gallery
    Join Date
    Nov 2009
    Posts
    83

    Default

    I havent even read this whole thread yet but I'm so glad that this is even being discussed. I hate re-topologising manually. I'm an artist trying to get my first games industry job and I'm spending half my time re-topologising things for my portfolio in the full knowledge that manual retopology is only going to be relevant for the next couple of years anyway. Even as someone with basically no income I would spend hundreds of pounds if it meant I could focus on the artsy sculpting rather than bodge-job retopology. There will always be tedious elements in any field but manual retopology is like having to re-stitch a soccer ball every time you score a goal.

  13. #73
    Senior Member User Gallery
    Join Date
    Dec 2010
    Location
    On my boat
    Age
    37
    Posts
    2,064

    Default

    Quote Originally Posted by SeanJM
    New info: http://www.zbrushcentral.com/showthread.php?t=112655

    Alpha 6

    Beta Testers Needed
    Um..... Alpha 6?

    where?
    Very confused.....
    nope...
    I don't know what I'm doing but I'm doing it anyway.

  14. #74
    "I'm not a doctor!" User Gallery
    Join Date
    Jul 2010
    Location
    Sweden
    Age
    30
    Posts
    74

    Default

    Hey everyone.

    Quick status update. We're close to releasing Sculptris Alpha 6 now, so you should be seeing a public announcement of that very soon. The main focus of this version is to add support for Mac OSX, fix bugs from Alpha 5 and improve the workflow by adding ZBrush navigation and GoZ mesh transfer. If you had any problems with Alpha 5 or couldn't run it properly, you should definitely check out this update.

    This is a sort of stepping stone towards further updates, making sure the original stuff works very well before adding more. When Alpha 6 has been released, I will continue working on a bunch of exciting new features like those discussed in this forum thread.

    Hope you will all continue to sculpt and have fun!

    /Tomas

  15. #75

Page 5 of 9 FirstFirst ... 2345678 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •