Toward Sculptris-like sculpting!

Farsthary writes:

As my new year surprise for the community I will show you my recent advances in the subdivision algorithm for Unlimited Clay: now those ugly long and thin stretched triangles belong to the past! hope you like it

PS: before you ask, no, this is still not committed to my branch: there´s a bunch of issues not shown in this video that will prevent this for public usage yet but don´t worry, I´m working very hard to get as soon as possible a public build!

Best wishes for this new year!

Farsthary

Farsthary is living in Cuba and spends a lot of time on Blender development – a small donation via PayPal will help him a lot! There’s a Donate link on his site below:

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    55 thoughts on “Toward Sculptris-like sculpting!

    1. That is very, very impressive and it will make a huge difference in sculpting performance and results.

      Big thumbs upçç

      However, fFrom my experiments with the sculpting I think it will also be necessary to put an eye on good scripts to reduce and clean the results of sculpting (faces too small, non-manifold geometry, etc.) so that there are no problems at the back end once the sculpting has been finished.

      But, yes, from what I’m seeing in that video presentation… just brilliant!! :D

    2. “need soe kind of retopo tool or meshcleaning tool as Ignatz said”
      There was a GSOC project for automatic Quad retopology modifier.
      However, it was never finished.
      Maybe someone will pick it up.

    3. Well…I am not easily amazed but I have to admit…
      Your skills are out of this world.
      I have tried Scultris 2 months and I was very excited with the idea a modelling with expendable mesh, but unfortunatly I did not manage to produce something worth showing,
      I think blender sculpt mode allow you more control somehow.
      But it is my personal experience.
      Can wait to try within blender!!!
      Thank for making Blender move a step forward in the word of modelling!

      Ps:I would love to run a decimate on a mesh of your to see what would the result be like.

    4. farsthary, eres un genio. No tengo palabras para agradecerte el increible trabajo que llevas a cabo para convertir Blender en un programa de primer nivel.
      Estabas tambien implementando Iluminacion global, si no recuerdo mal. ¿Sigues adelante con ese proyecto?. Para mi es lo mas importante, pero me da la impresion de que la render branch hace tiempo que no parece evolucionar. Eres tu quien se ocupa de esa “branch” o no tiene nada que ver contigo?
      Increible tu unlimited clay, de nuevo, gracias y saludos desde España

    5. qwed88 – It’s fine because technically speaking you’re donating it to a Canadian, who is completely legally entitled to travel to Cuba and donate money to whomever you wish. The Cuban government doesn’t exactly have problems with people bringing in money and leaving it there. :)

    6. Amazing work !!
      Just a question, if it’s a modifier, that means that we don’t need a retopo tool? It would theoretically possible to sculpt on a base mesh, and then disable the opengl view!!

    7. If Blender only had about 10 more farstharys!!!!
      Show your support. Send a donation now and help encourage other brilliant coders to join the effort to make Blender better and better.

      Cheers!

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