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  #21  
Old 12-23-2006, 04:16 AM
LetterRip LetterRip is offline
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A few hints not mentioned in the tutorial

1) turn on partial redraw in the sculpt menu to sculpt faster
2) if you apply the multires then add subsurf and apply you can get far higher poly counts - a multires cube is limited to a bit under 1.6 million quads for windows - however you need to have undo off to get that high if you start from a cube. a subsurf applied cube is limited to about 3 million quads on windows, 4 million quads on os x, and 4 million (maybe 5 or 6?) quads on linux.
3) you can hide part of the mesh with ctrl-shift-lmb drag - note that the hiding is very memory intensive and thus undo should be disabled when doing it on a heavy/high resolution mesh.
4) turning off symmetry is faster
5) multiple viewports slows you down, so only have them on low amounts of mesh

I also recommend starting from front view, not top view. I recommend turning off the grid (it is just annoying mostly...)

LetterRip
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  #22  
Old 12-23-2006, 04:30 AM
LetterRip LetterRip is offline
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There are no more bugs related to stability in the tracker, if there are any more they need to be reported now since we release quite soon. As to better integration - there are not likely to be significant UI changes between now and release - in what way do you expect there to be 'better integration'?

LetterRip
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  #23  
Old 12-23-2006, 07:50 AM
Cadmium77 Cadmium77 is offline
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Say Mags, could you possible post a series from one of these showing your work in progress. It would be nice seeing how you built it from scratch...
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  #24  
Old 12-23-2006, 08:17 AM
Vylaroth Vylaroth is offline
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Quote:
Originally Posted by LetterRip
There are no more bugs related to stability in the tracker, if there are any more they need to be reported now since we release quite soon. As to better integration - there are not likely to be significant UI changes between now and release - in what way do you expect there to be 'better integration'?

LetterRip
I think I was spoiled by SharpConstruct so the Blender sculpt UI looks kind of unfinished at the moment although it works well. I haven't played around it much, do the sculpt brushes / textures have some preview images yet?

I love the work you've done with Blendersculpt, keep it up.
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  #25  
Old 12-23-2006, 10:10 AM
maqs maqs is offline
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Quote:
Say Mags, could you possible post a series from one of these showing your work in progress. It would be nice seeing how you built it from scratch...
Hmm, here is quick tutorial/workflow, I have hope that you understand this, because my English is very poor xD

1. First I do or open already exist base mesh
2. My base mesh dont look like old man so I use grab on multires level two in sculpt tool to improve base form (in short, base mesh must look like old man )
3. Now, I change multires to three, and I start add some detail, using inflat and smooth only.
4. When I cant add more detail on this multi res level I change it to four, and I start improve detail that I do in level three, for it I use pinch,inflat and smooth.
5. Now model look quite good, so I change multires level to five and I add finals detail, for detail on face I use inflat, smooth and pinch, for detail on forehead I use draw, pinch and smooth, for pores I create new brush with procedural texture (you can do nice pores using noise texture, just change brightness and contrast value)
6. That's all

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  #26  
Old 12-23-2006, 11:05 AM
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MarkFeathers MarkFeathers is offline
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lol... that seems to be pretty much the same workflow for any sculpt (regardless of app). Nicely done.

btw, you should change your signature... your english is fine. No need for apologies there.
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  #27  
Old 12-23-2006, 11:39 AM
LetterRip LetterRip is offline
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Some questions on your hardware - what OS did you use; how much ram; what processor; what video card and video ram. Also what poly count for your base mesh and could you post a screenshot of your base mesh topology.

LetterRip
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  #28  
Old 12-23-2006, 12:16 PM
maqs maqs is offline
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I use ubuntu 6.06, 256 ram, Sempron 2200, Geaforce fx5200, I use base mesh from first head, i only do some modyfication (I delete one edge loop, and add ears) Sorry, now I cant show it for you because my build suddenly start crash, when I load file with multires mesh, ech I must find another build:/
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  #29  
Old 12-23-2006, 02:50 PM
LetterRip LetterRip is offline
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Quote:
I love the work you've done with Blendersculpt, keep it up.
Nicholas Bishop is the author of the code, not myself. I cowrote the sculptmesh script which was a python based sculpting tool for Blender. I've been doing extensive testing of Nicks sculpt tools, in part because I enjoy them but also I'm doing the chapter for the next Blender book on sculpt. So I've been heavily testing the tools and reporting bugs.

I also do release and bug tracker work for Blender hence I've got a fairly good idea of what is happening as regards those areas.

LetterRip
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  #30  
Old 12-26-2006, 08:35 AM
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gaetano912 gaetano912 is offline
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can i look a set solid wieuv?

how many ram have you got?
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