Post by voodooshmoodoo on May 30, 2010 2:57:28 GMT 1
I was thinking about Zbrush and how its Zspheres are actually pretty handy to shape out a very rough base mesh, especially if you like holes in it. I then stumbled across this tutorial, that explains how to use Blender's Metaballs as a substitute for Zspheres. artofjoe.blogspot.com/2007/10/digital-sculpting-tutorial.html Since Sculptris let's you use meshes from Blender through export/import, I thought it might be interesting for the people here as well. Sorry if this has been mentioned elsewhere before. At least the search didn't bring up anything related to metaballs.
Thanks for sharing, I used to be a big fan of metaballs back in the day, but no one ever implmented parent child groups where children do not effect other children of other groups which would have eliminated the whole, my fingers are stuck together issues
hmm, maybe i should track down the blender coder and suggest it
Yes, the nice thing about metaballs is about the same as zspheres, it gives you a few control points to quickly get your basic volume and shape think of it like an armature with your base clay that you will be sculpting, slapped on it
For example, it's much easier to remove a metaball tail, than it is to remove a tail you created in sculptris it's just a current limitation Maybe later Drpetter will implement dynamic detessalation
I do not understand at all any need for something like ZSpheres. Whether first or second generation it was always, and still is, only some, not at all intuitv, crutch to get something from nothing. I think DrPetter´s dynamic tesselation is the thing artists were waiting for: Simply pull here and draw there, crease a bit...
Maybe it´s of some advantage to find a rough pose before going into high poly counts... So if we start to pose with some primitive doll, we already can sculpt onto several objects with one stroke. The final thing should be to join all these parts to one skin. Think a "join selected" boolean operation is all we need