Deesines' graphics workshop
Not many modeling apps out there can do it neither... But I don't think it is that much problem. If you model with subdivision on mind from the beginning you just put only as much detail to different parts as you need.Th problem is that blender cant do dynamic sub division (small faces get subdiv'ed as much as big faces causing a huge waste.
But without multires subdiv sculpting is too slow, also you lose multi res ability.
How does z brush handle this, does it subdivide all faces equally or does it dynamically sub div during multiresing?
How does z brush handle this, does it subdivide all faces equally or does it dynamically sub div during multiresing?
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
Have had a look at latest oficial blender release sculpt...much more mature than when last I checked.(before than when Sculpt author decided to integrate it in blender)
-shift f is very useful (to adjust a better feather)
-flatten is essential
-wildly optimized. with 2 gb ram, windoze, allows nice working over a 500k tris model. For me is enough. I use to prefer to do a lot with texture too.
-1,8 millions here make it not easy to work. (I always refer as already subdivided mesh, no modifiers pending to apply)
-in sculpt drop down menu, choose partial redraw, in my experience, twice faster at least.
-simetry x seem to work well in most cases, and you can activate /deactivate. Which you will need.
-flatten and smooth you'll use them very often
-is better to use very low strength brushes , big range,and go slowly overlaying the volume through soft Wacom strokes (if you have ctrl+z in wacom lateral button, works like a charm, undo imrpoved a lot in sculpt). also with quite feathered brush.
-something I already knew since long: dont try to model from scratch, not even small volumes. Do a very highly detailed mesh (like the one I posted some posts ago) with subdivision, box modelling, whatever, and then, at the very final step, use sculpt. This is imho the powerful workflow.
-once you have your uber high detailed mesh, use retopo paint to wrap over the hi res mesh a mid pol one.
-if don't like retopo paint(activate xray) of blender, just model a mid pol mesh wrapped around the hi mesh one.
Use any of the tools available to bake a hi res mesh as normal map over a low/mid model. (orb, xnormal, crazyBump, etc. )Produce ity and you should have your normal/displacement/parallax map. Export the 2 meshes and mount in your engine.
lol, that's not a tut, some tips only.
btw: In other applications, yeah, I have Amorphium, it had a mask painting mode B/w, black was very optimized, white very dense...you simply first painted in greys and b/w the model, (vertex colors) , and then applied overy your rough volume basic shape.... so it was adding the wished density. Imho the best method.
In zbrush...I purchased fro texturing and painting mostly, though modeled quite with it. But didnt need to do this actually.
What Arras say. As i recommend, do first very detailed subdiv modeled mesh, in Wings3d at least, you can go subdividing per areas, or simply you build way less where you will want o detail at all...less wires, less subdivs there. Is actually very easy to re-draw the wires flow with connect mode in wings these days. I do to orient the flow of wires for better animation. Doing this a bit more, already is allowing a selective density mesh in the future.
Anyway, I doubt I 'd really need more than 500k tris, with good texturing, unless if is in a job, of course. Then whatever they ask...there's always better machines there anyway.
-shift f is very useful (to adjust a better feather)
-flatten is essential
-wildly optimized. with 2 gb ram, windoze, allows nice working over a 500k tris model. For me is enough. I use to prefer to do a lot with texture too.
-1,8 millions here make it not easy to work. (I always refer as already subdivided mesh, no modifiers pending to apply)
-in sculpt drop down menu, choose partial redraw, in my experience, twice faster at least.
-simetry x seem to work well in most cases, and you can activate /deactivate. Which you will need.
-flatten and smooth you'll use them very often
-is better to use very low strength brushes , big range,and go slowly overlaying the volume through soft Wacom strokes (if you have ctrl+z in wacom lateral button, works like a charm, undo imrpoved a lot in sculpt). also with quite feathered brush.
-something I already knew since long: dont try to model from scratch, not even small volumes. Do a very highly detailed mesh (like the one I posted some posts ago) with subdivision, box modelling, whatever, and then, at the very final step, use sculpt. This is imho the powerful workflow.
-once you have your uber high detailed mesh, use retopo paint to wrap over the hi res mesh a mid pol one.
-if don't like retopo paint(activate xray) of blender, just model a mid pol mesh wrapped around the hi mesh one.
Use any of the tools available to bake a hi res mesh as normal map over a low/mid model. (orb, xnormal, crazyBump, etc. )Produce ity and you should have your normal/displacement/parallax map. Export the 2 meshes and mount in your engine.
lol, that's not a tut, some tips only.
btw: In other applications, yeah, I have Amorphium, it had a mask painting mode B/w, black was very optimized, white very dense...you simply first painted in greys and b/w the model, (vertex colors) , and then applied overy your rough volume basic shape.... so it was adding the wished density. Imho the best method.
In zbrush...I purchased fro texturing and painting mostly, though modeled quite with it. But didnt need to do this actually.
What Arras say. As i recommend, do first very detailed subdiv modeled mesh, in Wings3d at least, you can go subdividing per areas, or simply you build way less where you will want o detail at all...less wires, less subdivs there. Is actually very easy to re-draw the wires flow with connect mode in wings these days. I do to orient the flow of wires for better animation. Doing this a bit more, already is allowing a selective density mesh in the future.
Anyway, I doubt I 'd really need more than 500k tris, with good texturing, unless if is in a job, of course. Then whatever they ask...there's always better machines there anyway.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
of course, apply the subdiv modifier, previously.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
i did blender and i got the hang of it in about 2 days.... but im also looking for 3d softwere thats makes it easy to make animated models, i know that blender can do that but i kinda want something else too.. dose wings to animated stuff too? and if you had to pick one program that does low poly animated models what would it be?
oh, and i like all the model pics you guys posted but that head freaks the hell out of me lol ... and i think that blenders not even that hard to use if you read the tut on the site... .......oh.....awesome....as i was posting this massage the download for wings is done now to try it.. haha lmao
oh, and i like all the model pics you guys posted but that head freaks the hell out of me lol ... and i think that blenders not even that hard to use if you read the tut on the site... .......oh.....awesome....as i was posting this massage the download for wings is done now to try it.. haha lmao
remember kids, you are what you eat
and... look everybody, its hitler buddy!
and... look everybody, its hitler buddy!
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i know milkshape 3d is primitive/expensive(maybe) but its EASY to animate stuff. especially characters. it has tons of importers exporters too. On the other hand tho, there is also 3ds max which is by far easy, maya is easy, lol ;p depends how willing you are to read the tutorials supplied! but yeabut im also looking for 3d softwere thats makes it easy to make animated models
what are you wanting to animate?
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...if that means it's not powerful enough, you'r then just wrong.downloaded wings and its WAY to noobie for me
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
Maya and 3dsmax are both good animator softwares, but those 2 are way too expensive. mehdownloaded wings and its WAY to noobie for me
blender and wing are ok for me. there's no such "noobie software", just depend how you use it.
think twice before you post something... btw... im dressed like hitler right now
btw we should discuss this topic at other place shall we?
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
true, my apologize to desinee for my own part on going off topic(general art packages talk and that).
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com