ajm113@Posted: Sat Dec 23, 2006 4:07 pm :
I found this on the internet and thought you monster designers would love this!

Download:
http://www.blenderbuilds.com/2006/12/07 ... er-wu-man/

Tutorial:
http://www.becausewecan.org/node/258

This is really cool! Good thing im a Blender user! It seems someone always makes a very good use out of Blender's open source code. :D



Goofos@Posted: Wed Jan 03, 2007 6:11 pm :
The first 2.43 release candidate is now available:
http://www.blender3d.org/cms/Changes_si ... 771.0.html



ratty redemption@Posted: Fri Jan 05, 2007 12:37 am :
has anyone in here tested the latest builds?

I am interested in the sculpt modeling.



kat@Posted: Fri Jan 05, 2007 12:59 am :
Not yet, no. I toyed with Sharp Construct for a while but stopped becasue to do the detailing that we need you needed a pretty powerful PC or your have to change your workflow and break models down into smaller sections.

Definately interesed in seeing how 'sculpty' has been incorporated into Blender though.

Some shots I just found on the new tool
http://mediawiki.blender.org/index.php/ ... ting_Tools



ratty redemption@Posted: Fri Jan 05, 2007 1:32 am :
understood, and I too saw those sample images, very impressive considering their apparently sculpted in blender. it would also be interesting to see the spec of the pc's those models needed to get results like that.



Goofos@Posted: Fri Jan 05, 2007 4:51 pm :
I played a bit with some new features and i really dont have a highend sys (XP 3200+, 512 MB Ram and GF6600GT). Sculptmode works good and fast in a acceptable high multires mesh level. The only sad thing was blender simply hang if i add a too high multires level (and some other crashes but still stable for a release candidate :>) so it was impossible to add such superdetails like pores. But i used a full body + head mesh and i think splitting the head from the body should work.



ratty redemption@Posted: Fri Jan 05, 2007 5:38 pm :
understood and still sounds cool goofos :)

do you have any images you can show us of your test done with the sculpt mode?



Goofos@Posted: Fri Jan 05, 2007 7:45 pm :
It dont look very interesting :D



ratty redemption@Posted: Fri Jan 05, 2007 8:06 pm :
goofos, I wouldn't mind if it was just a cube with some displaced verts, but I can wait until you have some other tests your more happy to show us :)



ajm113@Posted: Sat Dec 23, 2006 4:07 pm :
I found this on the internet and thought you monster designers would love this!

Download:
http://www.blenderbuilds.com/2006/12/07 ... er-wu-man/

Tutorial:
http://www.becausewecan.org/node/258

This is really cool! Good thing im a Blender user! It seems someone always makes a very good use out of Blender's open source code. :D



Goofos@Posted: Wed Jan 03, 2007 6:11 pm :
The first 2.43 release candidate is now available:
http://www.blender3d.org/cms/Changes_si ... 771.0.html



ratty redemption@Posted: Fri Jan 05, 2007 12:37 am :
has anyone in here tested the latest builds?

I am interested in the sculpt modeling.



kat@Posted: Fri Jan 05, 2007 12:59 am :
Not yet, no. I toyed with Sharp Construct for a while but stopped becasue to do the detailing that we need you needed a pretty powerful PC or your have to change your workflow and break models down into smaller sections.

Definately interesed in seeing how 'sculpty' has been incorporated into Blender though.

Some shots I just found on the new tool
http://mediawiki.blender.org/index.php/ ... ting_Tools



ratty redemption@Posted: Fri Jan 05, 2007 1:32 am :
understood, and I too saw those sample images, very impressive considering their apparently sculpted in blender. it would also be interesting to see the spec of the pc's those models needed to get results like that.



Goofos@Posted: Fri Jan 05, 2007 4:51 pm :
I played a bit with some new features and i really dont have a highend sys (XP 3200+, 512 MB Ram and GF6600GT). Sculptmode works good and fast in a acceptable high multires mesh level. The only sad thing was blender simply hang if i add a too high multires level (and some other crashes but still stable for a release candidate :>) so it was impossible to add such superdetails like pores. But i used a full body + head mesh and i think splitting the head from the body should work.



ratty redemption@Posted: Fri Jan 05, 2007 5:38 pm :
understood and still sounds cool goofos :)

do you have any images you can show us of your test done with the sculpt mode?



Goofos@Posted: Fri Jan 05, 2007 7:45 pm :
It dont look very interesting :D



ratty redemption@Posted: Fri Jan 05, 2007 8:06 pm :
goofos, I wouldn't mind if it was just a cube with some displaced verts, but I can wait until you have some other tests your more happy to show us :)