Anim8or Community

General Category => Anim8or v0.98 Discussion Forum => Topic started by: RnDr FOX on September 08, 2008, 09:53:08 pm

Title: Sculpting
Post by: RnDr FOX on September 08, 2008, 09:53:08 pm
Yea here is another one of those requests so steve I can see this at the bottom of your list but i might as well put it out there.
How about a sculpting tool ;D
Title: Re: Sculpting
Post by: Steve on September 13, 2008, 09:57:40 pm
How would it work?
Title: Re: Sculpting
Post by: RnDr FOX on September 13, 2008, 11:37:18 pm
Well I asked the guys at animanon what DAZ studios was and they told me about hexagon so I googled it and found........sculpting!!!! (

now howitzer bought this program and told us that it was amazing (

yea this is a little advance(well I think so) so I don't really expect it anytime soon but I figured I might as well pitch the idea out there ;)

Thanks Steve
Title: Re: Sculpting
Post by: Suppastar on September 13, 2008, 11:46:48 pm

This is an example of sculpting in Z Brush, of course Z Brush is a more highly advanced tool, yes. But Most models after sculpting are at least 100,000 Polygons. Anim8or on Some PC's would run very slow.

Basically you start with a block or Sphere and extrude the crap out of it. I myself never got a hold of Z brush or any other Sculpting Tools, Mainly because just opening Z Brush Pushes my Little 2.6 Ghz Celeron to 100% CPU usage.

But nothing is as simple to use as Anim8or. Great job on that by the way, Steve. If anyone could make Sculpting Easy and Less taxing on the CPU , Steve probably could.
Title: Re: Sculpting
Post by: hihosilver on September 14, 2008, 12:27:24 am
Personally, I think sculpting shouldn't come quite yet.  First I think it'd be nice to see some kind of soft select, which would enable some easy tweaking of objects (which I know headwax supports as well.)
Title: Re: Sculpting
Post by: RnDr FOX on September 14, 2008, 03:13:29 am
hihosilver: I second the soft select, at first I did not know what you guys were talking about till I "googled" ;D it and it looks like a fast simple way to get detail on your model.

suppaster: I read on a hexagon forum that some guy made a sphere and sculpted the living soul out of it and made this extremely detailed fish and he said that it add 0 polys to his model (I probably read it wrong or he was lying) but sculpting to my knowledge should add polys but I don't know for sure

but I also agree that anim8or may not be ready for sculpting yet (or maybe it is) but maybe we can expect to see it one day in the future (the magical v 1.0 perhaps ;) or maybe Steve has something else planed)
Title: Re: Sculpting
Post by: headwax on September 14, 2008, 05:42:40 am
I third the soft select :)

Not only for fine tuning models but it makes morphs a lot easier!
Title: Re: Sculpting
Post by: xalener on September 14, 2008, 06:03:10 pm
Well, if we're gonna have sculpting, we're gonna need normal maps too. heh.

But yeah, soft selection would be VERY useful.
Title: Re: Sculpting
Post by: RnDr FOX on September 20, 2008, 12:11:39 am
ok noob question coming prepare yourself ;)

what are normal maps
Title: Re: Sculpting
Post by: Claude on September 20, 2008, 03:54:17 am
The easy way to render a face is to calculate the lighting
of each pixel according to the orientation of the face given by
its normal.A normal is simply a 3D  vector(unity) giving that

To obtain a better result,you can use a different normal for
each pixel.To do that,you use a texture named normalmap.
Each pixel RGB value of the normalmap represent the normal for that pixel.

Here's how you would calculate the x coordinate of the normal from the red value(0-1.0):
x = 2.0 * (redValue - 0.5)

Anim8or actually supports normalmap for bumpmapping.
Heightmaps are used because they make life easier.As soon
as they are loaded, they are converted into normalmap used
for rendering.

Here's an example:
Title: Re: Sculpting
Post by: Steve on September 24, 2008, 05:23:55 am
Yes Anim8or uses normal maps internally to implement bumpmapping.  It's really the same thing except bumpmaps are easier for users to deal with.  One reason they're used for games is for speed of rendering but you need tools to create them.  That way Anim8or handles them it's all built in.

I understand what you mean by scuplting now.  It's a powerful concept.
Title: Re: Sculpting
Post by: bamman62 on September 24, 2008, 07:14:06 am
I've actually used Zbrush (far from mastered it). It has some interesting modeling functions.

I can only explain it this way, the sculpting tools use a brush to push the polygons around, and the different tools push the polys a different way. The tools themselves cannot add polygons, they can only move them around.
Title: Re: Sculpting
Post by: hihosilver on September 24, 2008, 08:32:27 am
Would implementation of normal maps be too difficult?  Often times I've noticed they seem to give better depth than I've seen from a bumpmap, it seems they may be more versatile?  I'm not sure of all this, but that's what it seems to me with the mixing of shades of color instead of a simple grayscale.
Title: Re: Sculpting
Post by: onespirit5777 on September 24, 2008, 11:52:50 pm
If Steve makes a sculpting tool it will be the easiest to use with great results.

I don't mind typing in the attributes by the way.
Title: Re: Sculpting
Post by: RnDr FOX on September 25, 2008, 12:43:32 am
yea I don't hate typing in attributes but some times I forget what to type so that can be frustrating at times
Title: Re: Sculpting
Post by: xalener on September 25, 2008, 01:53:24 am
Yeah, I'd like to be able to add normal maps into the materials as "bumps"

I've got some models I'd like to use that have normal maps. And those don't convert to gray scale so well.

Also, there's a program called crazybump that can convert grayscale to normal maps fine.
Title: Re: Sculpting
Post by: Steve on September 25, 2008, 06:04:57 am
Guys, attributes are a quick way to get new functionality into Anim8or.  It only takes a second to use them within Anim8or.  Adding new fields in dialogs and all the code to handle them is a lot more work.  So many new things in these "previews" are done the quick way - using attributes - so I can experiment and so I can get some feedback from everybody on what works, what doesn't, and what else is needed. The most useful attributes will likely be moved to normal dialogs for real releases.
Title: Re: Sculpting
Post by: hihosilver on September 25, 2008, 05:38:36 pm
Thanks Steve, that's good to know!