I have been tweaking the performance of model mesh sculpting/painting and added some of the tools suggested by Vanrailey.
Weird Test Model
http://www.youtube.com/watch?v=vGNvue0lQi0
Normal Test Model
Here we have add/sub, noise, pinch, flatten(local normal), smooth(works properly this time), and inflate/deflate tools.
Stay tuned for a usable beta
New Curvy Paint Tools
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New Curvy Paint Tools
Last edited by Simon on Sat Dec 12, 2009 10:41 pm, edited 4 times in total.
Neato! It's going to get compared to other apps once you bring in such elements. BUT, that's what sets Curvy apart from the others. They lack alot of things that Curvy can do. By the way, that was a weird test model but did accurately show you what you can achieve now. I can't wait to test it out. Plus! I'm getting a Wacom Tablet soon so that will help tremendously. [/quote]
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Once we have a chance to try this out I am sure there is plenty that can be done to improve the workflow with these tools + add some more from the wishlist.
Currently it is suitable for about 100,000 triangles rather than the massive 10 Million poly models other apps do. Best get the toolset and workflow working well before I fiddle around with optimisations.
Currently it is suitable for about 100,000 triangles rather than the massive 10 Million poly models other apps do. Best get the toolset and workflow working well before I fiddle around with optimisations.
Awww after realizing what you did with that S-Merge trick, that should work out nicely. In fact I would find it more efficient than subdividing.Simon wrote:Once we have a chance to try this out I am sure there is plenty that can be done to improve the workflow with these tools + add some more from the wishlist.
Currently it is suitable for about 100,000 triangles rather than the massive 10 Million poly models other apps do. Best get the toolset and workflow working well before I fiddle around with optimisations.