More detailed meshes

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A-NAP
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Joined: Thu Nov 08, 2007 4:05 pm

Post by A-NAP »

I know this is an old thread but xNormal does this
http://www.xnormal.net/Downloads.aspx

Both Modo and Mudbox do this as well. Modo even has training vids on this.
dogyears
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Joined: Wed Apr 16, 2008 7:54 pm

Post by dogyears »

There's a tool from Nivida which did that but if anyone here works with 3dsmax it can be done with Render->Render to Texture! With irrlicht's displacement mapping it'll look sweet. I'll give it a try and I'll post the results.
FuzzYspo0N
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Post by FuzzYspo0N »

posting years after the original thread is amusing at most. by now there is also zbrush and many many tools for doing this.

zbrush is rated as the best tool for really high poly stuff.
http://www.pixologic.com/
Zeuss
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Post by Zeuss »

maybe I am going insaine here, but MudBox? (like Zbrush but easier to use, my coworkers swear by it)

MudBox you take your 12000poly model, turn it into a 3 million+ poly, sculpt it to look all cool and bumpy and it bakes it out to a normal map.

For example some work of my best friend: http://neil-of-doom.deviantart.com/ I believe the dinosaur is pushing 8million polys

Oh it all makes sense now, its an old thread!
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Halifax
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Post by Halifax »

Yes, this was my very first post on the Irrlicht Forums as a total n00b. :lol: Now I know better.

But yeah, I don't really think you can swear by any tool for sculpting, they all have their respective benefits. The three best sculpting tools I know of are ZBrush, MudBox, and Blender.

You knew some images of sculpting with Blender were going to come:
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The one thing I like about Blender is painting normal maps onto meshes with the brushes. It's pretty cool, and makes it really easier to add skin to the parts that you want to, etc.
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dejai
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Post by dejai »

I was going to say Halifax a simple Google search came up with these results.
http://www.blender.org/development/rele ... rmal-maps/

and

http://www.zbrushcentral.com/zbc/showthread.php?t=27395
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oldskoolPunk
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Post by oldskoolPunk »

Blender has had this feature for awhile now. Not sure why you would want to do it with a realtime renderer tho.
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