Monday 29 April 2013

High poly character update 01




It's about time I started some serious sculpting. I'm no stranger to digi sculpts thanks to Mudbox,  but I have never considered doing any serious sculpting with it since it's a poly subdivision sculpting program. The more I subdivide to get more details, the more chance the program could slow down or even crash due to the massive number of polygons it creates.


With 3DC and ZB I can freely(to some degree) subdivide or resample the models without having to worry with crashes and long loading times. Having used 3DC before(mainly for UV unwrapping), It was obviously going to be my first choice. Moving around its viewport is no different to other 3D programs I've used, and most of the controls are easily accessed, allowing for a fast workflow. For example, adjusting brush properties like size and strength is done just by holding ctrl+right click and dragging the mouse horizontally(resize) and vertically(strength). Things couldn't get simpler than that.

Everything was going well sculpting in 3DC, until I learned that it doesn't have a mask painting tool. I've been scratching my head over this feature in 3DC called vox layer, and why the developers didn't implement it to create masks. Vox layer is basically a new mesh that is extracted from an underlying mesh that was painted with "freeze".

ah.

To simplify what I'm trying to say, why can't the "freeze" painting method be used for masking too....



Like they do in ZB. You can paint masks in ZB and the masks can also be used for extractions. That feature alone is enough reason for me to give ZB a try, despite its fucked up interface - someting I'd rather not talk about.