SDS2 doodles
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@michaliszissiou said:
Subdivide and smooth v2. Correct.
@unknownuser said:
While of benefit to me, what happens to the Artist that has a precise vision? Will this kind of application ever do that job?
Precise vision? An artist? :lol: Not joking now, what do you mean?
Not kidding now! Regardless of the art any SDS can create, if Michelangelo, had the use of one, would he be able to created his greatest sculptures?
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Yup, here is a sketch, and some of the renders for the LightCycle. In the video tute, it shows how the first half was made. You should be able to get a pretty good idea of how to use it from the video. I'll post it when it's ready.
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And some more... In particular, look at the tight radiuses on the close up. Looks like it was done in a spline modeler!
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And Solo also did some renders. Perhaps he can post them?
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@unknownuser said:
@solo said:
Chipp (one of the other testers) has a great tutorial that will be available on release that shows how Artisan can be used with blueprints to form exact/precise forms.
Ooh, I like the sound of that. Just read Whaat's announcement. Looks like a great update.
Yeah once the plugin has been released Chipp's extremely helpful and easy to follow tutorial will be released here.
EDIT: snap posted at the same time, the bike in the image is solo's render of the bike
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Hmmmm........Not enough to convince me. Any SDS begins with a cubic volume then results in a model. This is OK for most, but the SDS would have to look into Michelangelo's mind to see his vision. Or, Michelangelo would have to have the ability to form the cubic volume that would result in his vision.
No need to debate this situation, genius requires a different kind of tool. At least when it comes to carving marble. Most SDSs would be OK for me.
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Liam beat me to it.
Honolulu, Artisan is not for everyone, in your day to day work you will probably not have a need for it. Another thing is that basic forms are simple to achieve but for precise or very complexed forms it will take a little playing and learning as well as a vision and understanding how to create proxy's.
Hopefully there will be lots of tutorials to get folks up to speed quick.
Here is one of my doodles, a loose interpretation of the light bike, I do like the smooth mesh that Artisan creates as seen by the light reflections.
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And a podium v2 render, just for the records.
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@honoluludesktop said:
Not kidding now! Regardless of the art any SDS can create, if Michelangelo, had the use of one, would he be able to created his greatest sculptures?
While this image WAS NOT CREATED USING ARTISAN, it does show you can use box modeling (SDS) to create statues. Of course it is ALWAYS up to the artists ability when it comes to creating statues in 3D, or the real world.
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It all comes down to what you need or want to create, all of these were made with the help of SDS or Artisan, thanks to Dale I have a toolset that enables me to bypass many modeling restrictions in Sketchup.
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This isn't an SDS2 model but it also started as box modeling. Its the classic and more precise method in digital sculpting. Topology is the armature and the essence of 3d sculpting anyway. If SDS2 isn't enough then learn blender and buy zbrush or 3dcoat. I used all these for this one. And a whole year to learn how to use them. Some days for this one. SDS2 isn't for this kind of work. SU isn't at all. You need millions of faces to bake them in displacements and normal maps. A particle system for fur. A great UV editor for this shirt, blender is really great here. Lets be reasonable. Lets have fun. SDS2 is a mini organic modeler but it works perfectly and its stable. Just remember. How many poly SU can handle on a single mesh?
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@solo said:
It all comes down to what you need or want to create, all of these were made with the help of SDS or Artisan, thanks to Dale I have a toolset that enables me to bypass many modeling restrictions in Sketchup.
Holy smokes! Haven't see that yet. For Pete's sake, that's GREAT!
And, it points to a very interesting part of this new plugin workflow-- namely the SCULPT part. My Lightcycle deals mostly with Artisan's SubDivide tools and how they are used. Certainly Artisan's SubD is better and more robust than SubdivideAndSmooth, but there's a whole other palette of tools available, which allow for true organic scupturing, like in SOLO's picture. Something that up to now was not broadly available. Very impressive.
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Yes that is a perversion
But can be very useful for single slime design objects -
@pilou
Maybe more than this, the most important is that Artisan opens the door to SU users to learn what topology means, maybe its time for google to start thinking about the limits of SU. -
Yes : limits are numbers of polygones
Just discover this that show a real mix between organic and mechanical forms by a ZBrush Master Scott Spencer
(15 free videos) + file included -
@honoluludesktop said:
Hmmmm........Not enough to convince me. Any SDS begins with a cubic volume then results in a model. This is OK for most, but the SDS would have to look into Michelangelo's mind to see his vision. Or, Michelangelo would have to have the ability to form the cubic volume that would result in his vision.
No need to debate this situation, genius requires a different kind of tool. At least when it comes to carving marble. Most SDSs would be OK for me.
Honolulu
I think in essence Michelangelo did start with a cubic volume, it was a block of marble. And although we would have had to have a lot more knowledge about him than we do, I wonder when he walked up to the volume that contained "David" if he actually envisioned it, or if the material, and it's limitations guided him to arrive at the final work.
I'm not so sure that a similar subtractive method could not be applied to this new tool, or if in actuality that is what we are doing in a pared down manner. Blocking out the desired form, and working with finer tools to arrive at the end result, all the while working with the inherent limitations (of the medium)
I think Michelangelo also had another tool on his side, even aside from his genius, and one that the 21st Century is reluctant to give us. Time
Cheers -
honoluludesktop, dale, chippwalters, solo, liam887, stinkie, I hope I didn't forget anyone, thanks for your comments on my thread. The good and the bad ones.
@honoluludesktop, You mentioned michelangelo, you haven't convince me either if you understand what precision means for an artist. See this Dürer's drawings here.
I posted so many decimated versions of digital sculpts on this forum, please, precision may have a quite different meaning for me. Especially when I try to have some fun.
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michalis
In my above ramblings I forgot to mention how inspirational your work has been. I can't wait to see how far you push the Artisan boundary. -
@dale
This Dürer's way is what we have to follow before going for subdivisions and more sculpting. Construction of faces, the armature of digital sculpting.
My problem here is SU, Please, give me a tool to disable snapping. Move parallel to camera view, move respects symmetry, this is what we need for sculpting. SU became useless for me just because of this!
Issues like the above is what I would like to discuss here, not what artisan does because what it really does (IMO) is to indicate the limits of SU. -
michalis
Have the Ruby Gurus had a shot at disabling snapping? Or does the API not allow programmers to change core processes. (probably a dumb question from a non-programmer)
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