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Future modelling methods?
show user profile  Nanne
I remember seeing some demos of different new modelling/sculpting methods, but I can't find the videos any more.

There was one demo when they were just sketching strokes on a white canvas, as if it was a regular 2D sketching software, but then he suddenly turns the model and it's a 3D mesh. Does anyone know where to find this?

But all I've seen have been video demos, does anyone know of any software that I can actually try out? :)

I'm learning Mudbox right now and it is very cool to sculpt your geometry. However you need to create the base mesh in Max/Maya first to have something to start with. It would be cool if you could just start of directly in the sculpting tool.

I think ZBrush has got something like that, DynaMesh? Has anyone tried it? Is it a good workflow?

Sculptris is pretty cool, it subdivided the mesh for you as you go along, and you start of with a sphere and take it from there. It works with triangles only, thus the dynamic local tessellation. But there are pretty advance re-topology tools available these days so the original topology isn't very important, I think.

Does anyone know of any cool software or demo video of future modelling/sculpting methods? Please post links here! :)

What do you think about techniques such as ZBrush DynaMesh compared to old school poly-modelling. How would you like your modelling workflow to be in 5 or 10 years from now? :)

Kristoffer Helander
www.kristofferhelander.se
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read 896 times
6/21/2015 12:58:18 PM (last edit: 6/21/2015 12:58:18 PM)
show user profile  Nanne
Ooow, this looks pretty cool! :) I thought 3D Coat was just a texture painting software.



Voxel sculpting, hmm, sounds interesting. Any one knows anything more about this technology?

Kristoffer Helander
www.kristofferhelander.se
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read 890 times
6/21/2015 1:14:34 PM (last edit: 6/21/2015 1:14:34 PM)
show user profile  FX
Saw the same in plant factory.....the underlying mesh topo adapts to whatever your making...intelligent polygons ?



read 886 times
6/21/2015 1:21:34 PM (last edit: 6/21/2015 1:21:34 PM)
show user profile  Nanne
That look cool, FX. But that software seems limited to plants only :)
Interesting technique though :)

Kristoffer Helander
www.kristofferhelander.se
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read 881 times
6/21/2015 1:32:49 PM (last edit: 6/21/2015 1:32:49 PM)
show user profile  Dave
I'm a 3d-coat user, it's a fantastic piece of kit.

But, once you've covered the basics and start using it for day-to-day work there are often a few little hiccups which often require finishing or fixing an asset elsewhere (ie, 3ds max). Obviously it depends on what you're trying to do.

"I flew over Egypt once"

read 860 times
6/21/2015 3:45:24 PM (last edit: 6/21/2015 3:45:24 PM)
show user profile  FX
Yup, limited to plants, but what it does is more apparent when viewed with wireframe, I just thought it was neat the way the mesh adapts.

It does freak out if you add too many branches tho'






Isn't this similar to what mesh fusion does, but without the need to produce 57,000,000 polys ? :)



read 851 times
6/21/2015 4:35:53 PM (last edit: 6/21/2015 4:38:14 PM)
show user profile  herfst1
Zbrush has zremesher. This is pretty good but if you're doing something like a tree (or limbs) the topology spirals, which is shit. But if you're doing something without cylindrical protruding parts it works like a dream.

Also, I think the "drawing like 2D lines then the mesh appears" is found in the graphite modelling tools, under freeform. It's best to make a base mesh (of any topology you like) first and then paint the lines on afterwards using surface constraint. Check youtube, there are tutorials, but it's pretty easy.
read 841 times
6/21/2015 5:04:47 PM (last edit: 6/21/2015 5:04:47 PM)
show user profile  FX
Yup, I know graphite / branches but it doesn't take into consideration anything beyond the poly your branching from.



read 835 times
6/21/2015 5:20:37 PM (last edit: 6/21/2015 5:20:47 PM)
show user profile  herfst1
I wasn't referring to the branches, I was referring to the OP, pretty sure he was talking about topology tools:

"There was one demo when they were just sketching strokes on a white canvas, as if it was a regular 2D sketching software, but then he suddenly turns the model and it's a 3D mesh. Does anyone know where to find this?"
read 823 times
6/21/2015 6:57:56 PM (last edit: 6/21/2015 6:58:20 PM)
show user profile  K-tonne
pretty sure sculptris was the basis for dynamesh in zbrush
pixologic bought out sculptris and brought in the guy behind it

as for the future of sculpting- it'll be waving your arms about of something... i dunno :)
the interface needs to be tactile like working with clay so the keyboard and mouse need to be replaced- also the monitor is probably too restricting as it's just a 'window into the 3d world'- you need to be in that world as in VR

prognosis: the future of sculpting is sweaty gloves and greasy headsets

Website and Portfolio

read 817 times
6/21/2015 7:31:30 PM (last edit: 6/21/2015 7:31:30 PM)
show user profile  Nanne
I found the videos for the demos I was talking about! :D The program is called Teddy :)







More information here:
http://www-ui.is.s.u-tokyo.ac.jp/~takeo/teddy/teddy.htm


What do you think of a workflow such as that?

Kristoffer Helander
www.kristofferhelander.se
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read 799 times
6/21/2015 9:50:02 PM (last edit: 6/21/2015 9:50:02 PM)
show user profile  Nanne
No! That wasn't is, this is what I was talking about. Well, I meant booth really, but mostly this:






http://www.ilovesketch.com/

:)

Kristoffer Helander
www.kristofferhelander.se
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read 791 times
6/21/2015 10:23:47 PM (last edit: 6/21/2015 10:28:38 PM)
show user profile  Nanne
Hmm... apparently CATIA has something similar :)



Kristoffer Helander
www.kristofferhelander.se
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read 789 times
6/21/2015 10:26:40 PM (last edit: 6/21/2015 10:26:40 PM)
show user profile  digs
Dynamesh is fantastic, and it's a great workflow

an example of dynamesh:



read 704 times
6/22/2015 9:45:16 PM (last edit: 6/22/2015 9:46:16 PM)
show user profile  Nanne
Does Dynamesh suppoert making holes staight through the model? Like subtractive booleans? That is something I miss in Mudbox, if you want holes in the model you have to model them in the base mesh from the start.

Kristoffer Helander
www.kristofferhelander.se
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 696 times
6/22/2015 10:44:34 PM (last edit: 6/22/2015 10:44:34 PM)
 
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