In Development: Subdivide and Smooth
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Great balls of fire!
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@gjenio said:
@unknownuser said:
@unknownuser said:
This is astonishing! Maybe I don't have to learn Blender for my organic modeling after all!
I second that.
Me too
Me 3 !!!!
I knew Whaat would come up with something that would surprise us. -
Me 4...
This looks really GREAT..!!
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Me from 5 to 123
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Amazing!!Daniel S
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Whaat,
Please, do it with this attatched file too (t's a very primitive ship shape) so that we can see a boat hull forming if possible!
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Congratulations Whaat! Outstanding piece of work.
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Whaat,
You did it !!!
So far you have incorperated every wish expressed in this thread, amazing!!!! Thanks in advance for this great new tool.
erikB -
This has tremendous potential Whaat. I can't wait...really....I can't.
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I'm dumbfounded!
Anssi
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go, Whaat, go
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Incredible. You have found a way to use the standard SU interface that we all know and love and work it into this script... I am eagerly awaiting this.
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lovely stuff! I knew it wouldn't be a problem for you!
Tomasz
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<----me after seeing this. amazing work! With this plugin it would seem that I can quickly work in low poly modeling, then when ready to render, high poly the model . Me and my laptop will be greatful.
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hey Whaat, don't forget to add this to skindigo. LOL
BTW, if you could get the smoove tool to unlock from the blue axis now, boy that would add some depth to this tool!
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Xrok1: using the smoove tool along normals (~any direction) is part of the tool functionality, it gets activated by pressing and holding the Shift key while the tool is active
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Whaat you see is Whaat you get!
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@unknownuser said:
Whaat you see is Whaat you get!
That's a good one ...and indeed one that is true.
A little question to Whaat:
I am curious what happens to a textured object when using the plugin.
Do the textures hold or do we need to re-texture?Your plugin would be great to model for instance rock formations at a sea shore: starting from a sphere with a projected rock formation texture and then start modeling it by 'organic push pulling' from the projected texture reference...
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Im drooling so hard right now, I spent several hours working to get this:
(Crappy I know, but I'm having trouble getting curves to work in all axis at once.)
As soon as I get my hands on this Ill be able to quickly put together a rough frame then BAM high poly model.
You've got my full support...Not that I can help but hey, best of luck!
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Thanks for the support everybody! I have some very difficult issues to resolve which is really slowing down the development. The biggest issue is that proxy subdivision modeling (shown in the clip I posted) is only usuable for relatively small objects. Right now, all of the subdivided and smoothed geometry is re-evaluated and redrawn every time there is a change to the proxy. This is fine for small models but if you had a large detailed model of a creature for example, it could take minutes to update the geometry each time you make a change. This is unacceptable. I hope to fix this but it may take several weeks.
Once this is fixed, there's not much left to do besides the UI and LOTS of testing/bugfixing.
@ Kwistenbiebel,
I believe it is possible to have the subdivided geometry inherit the material and UVs of the proxy. However, I can't promise that this feature will make it into the first release. It depends how difficult it is to implement.
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