PDA

View Full Version : Sculpting, and why it is important not only for character work



Emmanuel
09-01-2013, 03:46 AM
Hi,

I currently spend time getting into Blender, and one very good reason to get sculpting into LightWave would be something like this: http://www.youtube.com/watch?v=QhANqnGVFU4

Modeling for archviz ! Creating small irregularities, bulges, folds etc is awesomely quick if You have sculpting at hand.
I could easily skip switching between LW/zBrush for that kind of work if I had basic scultping in modeler.

safetyman
09-01-2013, 06:04 AM
Great video Emmanuel. I've mentioned the need to have scuplting tools in LW a few times and I think it's essential nowadays. I love being able to go to the sculpting tool in the middle of modeling to polish things. For instance, the other day I was modeling a house just for fun and I was able to put some terrain in there and sculpt it around the house to fit my needs. People sleep on adding a sculpting mode to their workflow. It really adds another dimension to your modeling.

hrgiger
09-01-2013, 08:03 AM
i would like to see some basic sculpting tools to mainly use to have a brush tool with a fall off to use to tweak the shapes of objects. so mainly a move brush, a push/pull brush (like the standard brush inZbrush) and a smooth brush. maybe a few polish brushes for hard surface modeling.

JohnMarchant
09-01-2013, 09:45 AM
Chronosculpt whilst no exactly what we want may have put paid to it appearing in LightWave natively

JohnMarchant
09-01-2013, 09:47 AM
i would like to see some basic sculpting tools to mainly use to have a brush tool with a fall off to use to tweak the shapes of objects. so mainly a move brush, a push/pull brush (like the standard brush inZbrush) and a smooth brush. maybe a few polish brushes for hard surface modeling.

Yes i agree id would like to see some basic sculpting tools in Lightwave. It would be a boon. Might have a word with Viktor, maybe its possible later on with LWCAD, its amost like a modeler within modeler and great for so many other things than the name implies

Emmanuel
09-01-2013, 10:12 AM
Chronosculpt isnt quite the thing for this, as it doesnt support subpatches. CORE had scultping, IIRC.

JohnMarchant
09-01-2013, 11:55 AM
Agreed Emmanuel, but it has more potential to do it than current LW, and especially with Hydra and its capabilities, which LW does not have at the moment. If Hydra is implemented in LW, that would be a game changer for many reasons. Im not convinced we will see it in LW, however Chronosculpt already has much of it and whilst intended for a different purpose im sure it would be easier in Chronosculpt than LW.

Core, well many of us were in that, including me and there was much potential there and some of it will come to life in LW ive no doubt.

erikals
09-01-2013, 05:08 PM
during Core, i posted 3 Mudbox example videos, showing the developers the most basic tools a regular 3D app should include >

MudBox, Sculpt, Basics
http://www.youtube.com/watch?v=hzUOjqC-vfI

MudBox, Paint , Basics
http://www.youtube.com/watch?v=wpjX8KF87qk

MudBox, Sculpt, Grab Tool
http://www.youtube.com/watch?v=Fa2raxGkGdo

bobakabob
09-02-2013, 04:44 PM
Hi,

I currently spend time getting into Blender, and one very good reason to get sculpting into LightWave would be something like this: http://www.youtube.com/watch?v=QhANqnGVFU4

Modeling for archviz ! Creating small irregularities, bulges, folds etc is awesomely quick if You have sculpting at hand.
I could easily skip switching between LW/zBrush for that kind of work if I had basic scultping in modeler.

I'd just be happier if Modeler's handling of large poly counts could be improved.

Interesting to reflect back in LW 5.5 days, the Magnet tool felt as close to sculpting as it was possible. Combined with subdivision surfaces and a few other basic tools such as the knife it felt like character design had unlimited potential. Just look at Taron's stunning creations: http://www.taron.de/ PS I'm old enough to remember the impact 'wrinkle' modelling plugins had back then...

In the 90s Modeler really felt ahead of its time. Imo it's still a good app despite the neglect. Today Sculpting in Blender feels like a development of the Magnet tool, surely not that much more advanced, which suggests a basic sculpt toolkit could perhaps be introduced into LW. However, Modeler does desperately need to be developed to handle much bigger polygon counts which is doubtless more challenging to the Dev team. Hopefully as suggested above the new Chronosculpt tech is the way forward. Definitely an exciting development combining sculpting with animation.

For true clay sculpting with huge mega poly meshes there's just no comparison with Zbrush. Rather than develop a bad imitation (remember metaballs?) the LW3d group have wisely enabled Integration of LW and ZB.

The advantage Modeler does have is its beautiful simplicity in handling the fundamentals: points, polys and edges. For all its dazzling tools ZBrush just doesn't have this. Much as I love ZB just try selecting a polygon and deleting it without going round the houses.

erikals
09-02-2013, 04:58 PM
Chronosculpt's engine Hydra will be integrated into Modeler and fix the speed problem,
expect that to take some time though...

meanwhile you can do something like this >


http://www.youtube.com/watch?v=-DND_ExWfQs

erikals
09-02-2013, 05:01 PM
and this >


http://www.youtube.com/watch?v=XnDmhSkR-f4


...other than that there is the free Sculptris or Blender, the cheap 3DCoat, or MB or ZB...

erikals
09-02-2013, 06:46 PM
just one more method >


http://youtu.be/JxxM4dUUP28

erikals
09-03-2013, 03:35 AM
i'm on a roll... http://erikalstad.com/backup/misc.php_files/smile.gif


http://www.youtube.com/watch?v=XLHxYpQG1zw

probiner
09-09-2013, 05:22 PM
This is what I posted on the CS thread.



- Multi-purpose Brush in the Scene: to place instances or items, to deform vertices on their normals (push), on their tangents (slide), on their neighbors (smooth), on screen space, on the UVs, to paint weights, to tweak animation like ChronoSculpt is doing and maybe even drop some color to a map (not a full blown painting system though just a tweak mindset). (video_1 (https://www.youtube.com/watch?v=sl-XXbYPI74), video_2 (https://www.youtube.com/watch?v=Ftey4p2WScM&t=2m20s), video_3 (https://www.youtube.com/watch?v=4EYfUR1S_Fc&t=1m), video_4 (http://hurleyworks.com/media/flash/AP_Destructive_Painting/AP_Destructive_Painting.html), video_5 (https://www.youtube.com/watch?v=_5bBISGo2Yw&=3m44s))


Basically Modo Airbrush + Softimage tweak tool in one. There's lots of things we don't have on a stick, on a brush I mean :D Smooth/Relax, Slide, Push, Instance placement, Weight map paint in Layout , Deform animated mesh, etc.
If one wants to deal with either a mesh or a scene items organically these become essential at some point.


I would prefer to have said brush more oriented to mesh and scene management than to UV texture maps or multi-res/tesselation sculpts.
Why? Because that's not the scope of LW and would feel half-baked like Modo feels for high quality painting and sculpting.
Then there's no support for very needed satelite tasks like baking maps with cages to low-poly, Retopo (needed) and OGL support for such performance and maps, etc.

At most I think that LW should provide a very clear workflow to make detail maps with other apps, Zbrush, 3D-Coat, Mudbox, xNormal bakes, which some app links provide it seems; Support Vector Displacement with ease and ease up UVs.

Anyways, a good brush? Yes, please. Especially if can used on all elements: vertices, edges, polygons, polygon islands, uv islands, Scene Objects, Instances, Hair guides, Bones, Lights, you name it :)

Cheers