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https://area.autodesk.com/blogs/thebuzz/announcing-mudbox-20182-update-and-introducing-dynamic-tessellation/
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>>612009
fucking finally
>density based on zoom
innovation coming from audodezk? fuck me.
I will still stick to ZBrush though.
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>>612010
>I will still stick to ZBrush though.
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>>612009
3d coat had that for a long time,.....
also, I don't even know what can top Zbrush now, with it's library of tools and how everything is intergrated in each other... there is no tool which you won't use in a workflow...
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>>612009
Does it have good 3D Mouse drivers yet?
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>>612019
I want to try zbrush because I'm sculpting things out of clay irl and this sculpting stuff sort of looks like that
but the interface is honestly pretty intimidating are there any good tutorials on that?
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>>612023
Zbrush's youtube channel is literallly the best place to learn
as starting tutorial, I'd suggest Gnomon r8 intro to zbrush
then Pixologic youtube channel
BTW I come from fine arts background myself, I was resisting 3d for so many years, but Zbrush was revelation for me...
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>>612010
>>density based on zoom
That's available on Blender since a long time ago, too. So no innovation here.
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>>612023
Just plunge into it. Look things up as you need to. Follow introductory tutorials first, do simple things like sculpting a box out of a plane, etc. ZBrush is easier than it seems.
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>>612009
https://www.youtube.com/watch?v=TLb_CCoWn5o
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>>612027
blender's brushes don't feel right (they suck) for sculpting, for me at least.
compared to sculptris or even sculptgl
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>>612027
https://www.youtube.com/watch?v=v2g5qbvb7F4
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>>612024
>>612026
Thanks guys, it's just that I just read here and everywhere on the internet that zbrush interface is awful, guess I will have to look at it myself
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>>612025
>Blender
No wonder I didn't know about it.
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>>612025

Who gives a shit, blender sucks dick.
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>>612034
you shuld read oppinions of seasoned artists, who can really judge what is what.
not poeple who are just getting started, 95 % of these people will abandon 3d(or any art form) before they'll reach anything.
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>>612034
Zbrush is it's own animal, with it's own way of doing things, that goes for UI and everything else. If you try to fight it you will have a bad time, accept it for what it is and things will go better.
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>>612010
density on zoom is shit though
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>>612028
I agree 100%. I use blender to make a quick basemeshes to export to zbrush to sculpt. I mean, you can do some amazing things sculpting in blender but you end up fighting the program. Being able to jump into edit mode to make changes to the base mesh on the fly is pretty neat IMHO but I've honestly never had to do that so whatevs.
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>>612062
i rarely do full sculpts with blender, i mainly use the sculpt function to add details to hard surface
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>>612063
That's what I do too sometimes, though I usually just send it to zbrush. I'm really used to that pipeline.
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>>612040
Yeah, but it does it without crashing. Imagine your dick being sucked by Maya, and then, suddenly, Maya crashes. Ouch.

Say no to Maya. Say no to hacky blowjobs.
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>shit I had in fucking Sculptris in 2009

WEW, GROUNDBREAKING!!
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>>612068
drpetter?
taron?
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>>612010
>>612019
>>612025
>>612068
This whole sculpting on a base mesh workflow is nothing new. It was done in Maya, old dinosaur Maya before it even had a polygon toolset. What you did was stitch together nurbs patches with global stitch, then use artisan to sculpt out the form, adding resolution as necessary. Fine detail was done as displacement maps, just like they are now.

As far as new ideas and new workflows, there really isn't that much that is new in the world of digital sculpting. Old workflows are just getting faster and more streamlined, there hasn't been any real innovation in a long time.
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>>612074
Without polygon tools? How did you make anything at all, input the coordinates?
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>>612074
this is probably the worst way to sculpt, even if people like it.
nowdays with dynamic topology you can sculpt same detail on objects that have 10 polygons or 10 million.
you can also refresh the topology in a click of a button, so it won't be too dense in some areas and uniform all around
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>>612085
Draw splines, or use a primitive, sculpt it into the rough shape you want, then project new splines and a build a new surface.

>>612086
That model is not polygons, it's nurbs. When this technique was developed there wasn't even an option to sculpt polygons.
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>>612067

Say no to Blender, say no to unemployment.
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>>612085

Maya wasn't used to model back then, it was mostly an animation tool.
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>>612072
>drpetter?
>taron?
Fucking don't remind me. Those two even had a real Sculptris successor in the works and Taron showed it off with (again) innovative tech but apparently the whole project stalled.

It seems like Petter just keeps fucking around aimlessly instead of using his skills to pump out amazing shit.
Maybe Faggologic fucking him over broke this man.
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>>612094
>That model is not polygons, it's nurbs
wait, wut
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>>612074
>>612094
I once met a "3D artist" that said 'NURBS are a toy that never worked'.

I laughed 15 minutes at him, then left his office.

Modern product/automotive design isn't even possible without NURBS.
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>>612140
>shit grammar
sorry, english isn't my native tongue. Former eastern bloc slavshit, you know.
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>>612140
What are their advantages and disadvantages compared to polygons?
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>>612100
This reaction right here is why I am considering dusting off the Nurbs toolset in Maya and documenting the process of organic modeling and texturing, including displacements. The knowledge is just gone. While it won't generally be a useful technique in todays workflows, it is dangerous to forget your own history. These techniques died out long before youtube was a thing and the knowledge was not widely shared. The industry was much more insular at that point in time.

>>612147
The disadvantage is they are difficult to work with, they have a lot of rules that must be followed to get them to work properly. Maya does a very poor job of automating adherence to those rules, 3ds Max is even worse. The advantages are they can flawlessly maintain perfect tangency across surfaces when broken apart. They are also highly accurate, unlike subd's. For industrial design purposes there are more advantages but I am not really informed that well on what exactly they are.
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>>612147
If you've used splines at all, it's kind of similar, rather than fixed vertices that just have straight edges connecting them, NURBS contain knots with handles that determine the shape of the line between them, producing a mathematically perfect curve. Operations like booleans are performed flawlessly because there's no real topology, it just creates new vectors for the surface to follow. All in all it works as a great intermediate between pure design-based modeling (CAD/CAM) and free-form artistic modeling.
The con of NURBS is that it's more difficult to make certain shapes and operations that may just be a few simple extrusions away with polys, and NURBS also don't really fit with the concept of "building up" your model, you have to have a good idea of the final volume of the object right away.
Another issue with NURBS is that they can't be natively rendered in hardware and need to be triangulated for visualization, making them useless for realtime applications. If you need a polygonal version of the mesh, you have to retopo it.
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>>612147
Splines are Vectors in 3d... it is very good for some things, but only for these things, they are not flexible enough
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>>612098
Do you have a video or somerhing? I dont remember them showing something new.
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>>612154
Adaptively Sampled Distance Fields (ADFs) for sculpting.
Happened in 2014 but apparently Petterson let himself get bought out again and the company did nothing with it.
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>>612158
https://www.fxguide.com/featured/whats-the-foundry-buying-the-tech-of-adf/

>2009
Pettersson releases Sculptris, a freeware that has dynamic tessellation for sculpting which was innovative and no one else had that tech
>2010
Pixologic offers Pettersson a job buys Sculptris, takes ALL of its tech and stuffs it into Zbrush
>2011 Pettersson gets kicked out of Pixologic, Sculptris receives no updates from Pixologic, it dies.

>201?
Pettersson seems to have worked on a 3D sculpting program that made use of the tech in the program "Mischief" (2D vector painting with "unlimited detail")
>2014
Mischief gets bought by THE FOUNDRY and all development stopped of Pettersson's sculpting program and Mischief.

WHAT THE FUCKING HELL IS HE DOING.
THIS IS EXACTLY WHY OPEN SOURCE PROGRAMS DO HAVE THEIR PLACE IN THIS WORLD. FUCK THIS SHIT.
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>>612159
Petterssson was probably stepping on patents with his distance field sculpting. The Foundry would not kill such promising software without good reason.
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>>612160
The Foundry fucked it up majorly and the ENTIRE Mischief developer team they bought with the software pissed off and left and no one at TF knows how to work on its code. It's been abandoned for years now while TF is still selling it as "made by The Foundry".
Isn't it lovely when greed fucks it up for everyone?

I guess Pettersson fucked off too.
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>>612158
>>612159
this is why we can't have nice things. also capitalism.
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>>612171
>also capitalism.
every system can be shit with assholes behind it.
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>>612161
any details on what actually happened? Distance field modeling has incredibly potential, much more so than subdivision surfaces.




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