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	<title>Comments on: Metaballs as Digital Clay</title>
	<atom:link href="http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/</link>
	<description>Fresh Blender News, Every Day</description>
	<pubDate>Fri, 21 Nov 2008 15:41:05 +0000</pubDate>
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		<item>
		<title>By: BoonI</title>
		<link>http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-278945</link>
		<dc:creator>BoonI</dc:creator>
		<pubDate>Fri, 28 Mar 2008 17:59:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-278945</guid>
		<description>This didn't work too well. I followed all the instructions and when I got to the sculpting phase I still had a complicated mess of mesh.The metaball phase was fun. The rest of it sucked.</description>
		<content:encoded><![CDATA[<p>This didn&#039;t work too well. I followed all the instructions and when I got to the sculpting phase I still had a complicated mess of mesh.The metaball phase was fun. The rest of it sucked.</p>
]]></content:encoded>
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	<item>
		<title>By: Mr. Crunchy</title>
		<link>http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-277094</link>
		<dc:creator>Mr. Crunchy</dc:creator>
		<pubDate>Wed, 26 Mar 2008 18:56:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-277094</guid>
		<description>Glancing at the title I thought it read:

Meatballs as Digital Clay

Trippy, huh? :]</description>
		<content:encoded><![CDATA[<p>Glancing at the title I thought it read:</p>
<p>Meatballs as Digital Clay</p>
<p>Trippy, huh? :]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: tripdragon</title>
		<link>http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-277002</link>
		<dc:creator>tripdragon</dc:creator>
		<pubDate>Wed, 26 Mar 2008 15:47:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-277002</guid>
		<description>Why not just make a base square model from simple extrudes.</description>
		<content:encoded><![CDATA[<p>Why not just make a base square model from simple extrudes.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: joe d</title>
		<link>http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276992</link>
		<dc:creator>joe d</dc:creator>
		<pubDate>Wed, 26 Mar 2008 15:23:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276992</guid>
		<description>thanks blendernation for the plug!

@ysvry: i agree with you about the topology problems of decimating, but with this workflow i find that what you get when you convert a metaball to polys is so terribly laid out that the decimate modifier actually makes it subdivide better than just leaving it alone.

The ideal way to sculpt is still on a well-looped base model, unless someone has an idea for implementing metaball-ish objects that keep quaded out nicely?</description>
		<content:encoded><![CDATA[<p>thanks blendernation for the plug!</p>
<p>@ysvry: i agree with you about the topology problems of decimating, but with this workflow i find that what you get when you convert a metaball to polys is so terribly laid out that the decimate modifier actually makes it subdivide better than just leaving it alone.</p>
<p>The ideal way to sculpt is still on a well-looped base model, unless someone has an idea for implementing metaball-ish objects that keep quaded out nicely?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: rich</title>
		<link>http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276917</link>
		<dc:creator>rich</dc:creator>
		<pubDate>Wed, 26 Mar 2008 13:21:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276917</guid>
		<description>Bmud: IF smoothTeddy supported importing or exporting obj.....</description>
		<content:encoded><![CDATA[<p>Bmud: IF smoothTeddy supported importing or exporting obj&#8230;..</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ysvry</title>
		<link>http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276892</link>
		<dc:creator>ysvry</dc:creator>
		<pubDate>Wed, 26 Mar 2008 12:42:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276892</guid>
		<description>I dont see what this adds on sculpting with sculpt directly and the go the repo tool route?

decimate always makes very bad geometry, thats why I asked for a repo tool in the first place! I knew that sculpted meshes would be near to useless due to theire imensely large number of vertices. Using the sculpted mesh as a 3d canvas for drawing your own faces on is great, you now no longer have to guess where in space you put your points.</description>
		<content:encoded><![CDATA[<p>I dont see what this adds on sculpting with sculpt directly and the go the repo tool route?</p>
<p>decimate always makes very bad geometry, thats why I asked for a repo tool in the first place! I knew that sculpted meshes would be near to useless due to theire imensely large number of vertices. Using the sculpted mesh as a 3d canvas for drawing your own faces on is great, you now no longer have to guess where in space you put your points.</p>
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	<item>
		<title>By: Evad</title>
		<link>http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276634</link>
		<dc:creator>Evad</dc:creator>
		<pubDate>Wed, 26 Mar 2008 05:01:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276634</guid>
		<description>One thing I know Joe has thought of is using the retopo tool to layout the proper edgeloops for animation once the character is roughed out using this method.  This method is really fantastic for getting the idea from the brain to the 3d form.</description>
		<content:encoded><![CDATA[<p>One thing I know Joe has thought of is using the retopo tool to layout the proper edgeloops for animation once the character is roughed out using this method.  This method is really fantastic for getting the idea from the brain to the 3d form.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dread Knight</title>
		<link>http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276561</link>
		<dc:creator>Dread Knight</dc:creator>
		<pubDate>Tue, 25 Mar 2008 23:02:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276561</guid>
		<description>@Bmud: that would be cool :-)</description>
		<content:encoded><![CDATA[<p>@Bmud: that would be cool :-)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Bmud</title>
		<link>http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276555</link>
		<dc:creator>Bmud</dc:creator>
		<pubDate>Tue, 25 Mar 2008 22:37:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276555</guid>
		<description>If you export the mesh as an OBJ, import it into smoothteddy, save it, and bring it back in to blender, you'll effectively use takeo igarashi's triangle beautify mesh algorithm. :D

http://www-ui.is.s.u-tokyo.ac.jp/~takeo/papers/i3dg2003.pdf

*cough* Google summer of code? *cough!*</description>
		<content:encoded><![CDATA[<p>If you export the mesh as an OBJ, import it into smoothteddy, save it, and bring it back in to blender, you&#039;ll effectively use takeo igarashi&#039;s triangle beautify mesh algorithm. :D</p>
<p><a href="http://www-ui.is.s.u-tokyo.ac.jp/~takeo/papers/i3dg2003.pdf" rel="nofollow">http://www-ui.is.s.u-tokyo.ac.jp/~takeo/papers/i3dg2003.pdf</a></p>
<p>*cough* Google summer of code? *cough!*</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Bmud</title>
		<link>http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276551</link>
		<dc:creator>Bmud</dc:creator>
		<pubDate>Tue, 25 Mar 2008 22:28:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2008/03/25/metaballs-as-digital-clay/#comment-276551</guid>
		<description>This has been on my mind before. With the new normal map baking, this would be nice for anyone trying to rapidly prototype a model and then build the nice polys around it.</description>
		<content:encoded><![CDATA[<p>This has been on my mind before. With the new normal map baking, this would be nice for anyone trying to rapidly prototype a model and then build the nice polys around it.</p>
]]></content:encoded>
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