I would love to see this technology as part of an established 3D package like Curvy 3D so you could mix and match sketch based modelling, volumetric surfaces and your new adaptive surfaces in one app. Would you consider licensing the source technology?
DrPetter, I would like to congratulate on this new and fresh application, I simply love it already! All I can say, I wish that you don't abandon it, it has a huge priceless factor in it. Very handy, pure, and every kind of super thing. Congratulations and I will keep on following where it goes. Thank you for it!
Let me join in the chorus of people singing the praises of Sculptris. It's simple, fun, powerful and incredibly promising. There are issues that prevent it from being as useful as it could be, but considering the incredibly short amount of time you managed to whip the Sculptris alpha up in, I'm very very positive about the future.
I found this while browsing Tigsource and after downloading it and testing on my XP computer, i have been amazed. That is so extremely easy to use even on a 1st try for a clueless beginner like myself that i can't say anything less than "absolutely brillant".
Thank you so much DrPetter for sharing your work with the world, that's purely an awesome sculpture tool.
DrPetter, any updates yet? Any word on fixing some things? Will there be further development, or was this just a quick "toy"? ... I only ask because I love this thing and hope you are developing it, but if not, please let us know... I have a bunch of models planned, but if I can't export them, I won't waste my efforts. Thanks.
Fletch: I've been taking it easy over the holidays, and done some planning for the remaining development work. Actually returned home today and will start working on it again now. My main focus is on developing what I have in mind for version 1.0, and that will mean changing and adding a lot. I might not release a bunch of "fixed" versions leading up to that, but rather show some screenshots and videos as I move along, and release a beta version when it's nearly done.
If I do manage to fix and improve some things without/before making major changes to the application, I might release an intermediate version. Kind of alpha 2 I guess. Stability would be such a thing that I could attempt - making sure symmetry switching and OBJ export is more reliable. The problem with bug fixing an old version is that it's kind of boring compared to adding new stuff, so I don't want to risk losing steam by jumping into that kind of work early on.
Sounds like a good plan, Petter. I'm not a programmer, but as an artist of sorts, I wouldn't want to start inking a piece when I hadn't finished the sketch yet. After all, something could be wrong with the initial sketch. I also wouldn't want to start filming after only writing the script for the first scene.
At least that's how I understand your reasoning. ^_^
What kind of plans do you have for 1.0? Any insights you feel at liberty to discuss?
1.0 will have texture painting and most likely bump mapping. You should be able to edit multiple objects as well. The interface will be more advanced but still kept as accessible as possible. I'll have to do a lot of careful GUI design to manage that, but I have someone helping me.
Those are the most critical features. Beyond that, there's a long list of things I will "hopefully" add, and of course I would like to make it faster and more stable.
This is a truly cool and useable tool for pushing around points,. . amazing really. It just makes modeling fun!
Hope to see some texture support eventually,. and/or a vertex color painting layer,.. the bump mapping looks sweet! has the reduce detail been removed? it destroys my meshes currently,. creates voids in the mesh. I very much like that I can limit the mesh size, or keep adding detail,. It crashes when i import obj files some times,. perhaps my files are bad,. coming from wings3d and/or topmod. but the ones that do work are very useful as I can bring in a torus or other odd shape and begin mutating it. The organic results are very inspiring. I expect to do a game using models made with this great tool,. I will send it to you when working,. . also I would very much like to be able to do some procedural modeling using some of your adaptive mesh tech,. if you have any simple ideas please post some code at; zgameeditor.org
peace, and thanks! peep my games at; iterationgames.com
jph: I think reduce detail starts misbehaving and removing/flipping triangles if you have the detail slider set all the way down to zero while using it, so try not do do that. I don't know why, just discovered that a few days ago. There are definitely lots of bugs I need to fix.
I'm not sure how well this would work for "procedural" modeling, since the algorithm is based on deforming a given mesh. I guess you could do some kind of procedural 3D displacement maps or such, for weird results. I won't release code yet, but it might happen in the future. It's not robust or flexible enough to be generally useful right now.