Blender 2.5 Sculpting - 45 Million Polygons!

Eat 3D Blog

Due to the recent improvements in the sculpting branch, Blender now has the ability to sculpt massive amounts of polygons.

Quote:

Sculpt mode in Blender has been optimized,  increasing drawing and editing performance, and reducing memory usage to support more detailed models. New tools have been added and existing ones improved. Multiresolution meshes have also been rewritten, now available as a modifier to integrate better with the animation system, and preserving displacements when editing the mesh topology.

 

The recoding of the branch was part of the development of the Blender Foundations latest open movie Sintel and is now available to download over at Graphicall.org in any build over 25318

 

Check out the documentation on the new sculpting features HERE



Anonymous (not verified)

June 6, 2011 - 2:43pm
metalliandy wrote:
Anonymous wrote:

Wow! I totally disagree! There is millions of uses for sculpting tool in blender, the best reason to have it is baking normal maps for low-polygon models and maps. I use Blender on daily basis as I work for game industry, I have history as Max user but after I got hang of Blender (2.47) I haven't looked back.

I have to say, IMHO, Riki is correct.

I have been using Blender as my main 3d application since the low 2.3xx series and though i really do love the application, it has so many drawbacks regarding the tools available.
I think the main problem is the way in which Blender is developed (only 3 paid coders and many volunteers), so releases surge in one direction until the current tools become a little stagnant or totally outdated even (the BGE is a perfect example of this) and then everything gets a reboot...there is no real continuity where everything is developed simultaneously

The sculpting features are great and have improved substantially since they were first implemented, but they are not a patch on any dedicated sculpting application simply because they are not versatile enough to compete with ZBrush, Mudbox or 3dCoat.

There was a point when Blenders UV tools were unbeatable and i believe they implemented the LSCM unwrapping method before Max but again, these have now fallen to being average. There is no relax tool or UV stitching for example and adding or removing edgeloops destroys any UVs that are on a mesh (even with the preserve UVs on).

The baking features in Blender are also now below average when compared to applications like xNormal. The inability to flip channels before you bake just makes more work for the user and the lack of editable projection cages is unforgivable when its a pretty standard tool in every other 3d program that bakes maps...offsets are far to inaccurate and baking cylindrical shapes is a nightmare.

The modeling tools are fantastic but again lack such standard tools as inset or the ability to remove multiple edge loops at the same time.

Real layers would be great too as the current outliner is just not versatile enough and quickly becomes cluttered as there is no way to group meshes within it.

Also the modifiers are very inconsistent in regard to the way they work or are labeled...The SimpleDeform modifier is a perfect example of this...Why doesnt it have the bend amount in degrees rather than a factor that goes 0-10 and 2 limit options that go 0-1? Just having this fixed would make all the difference when bending complicated meshes that require precession.

Though after saying all this, i do think Blender is going in the right direction with 2.5 but needs to focus much more or the core tools rather than all the extra stuff like smoke simulations and sculpting as they are taking away from Blenders strengths and thus making it a weaker program overall. I mean who really needs to render in 4k unless they are working on a major motion picture? Sticking out tongue

Well in all honestly, I have to disagree with you. Blender seems to be the only real 3D application that includes the full suit of tools to compare with the industry standard, and improve upon every release. Max, Maya, and Softimage all seem to be pointing to tools that the user probably didn't know that existed but was implemented and says oh hey we added these in the new yearly release. Because blender is mostly controlled by the community, you will get the tools you are looking for eventually for free. Blender is never to be compared with the "Professional Industry" standard because all that standard really is, is a road block for productivity. If their is something great you can do in it it takes MONTHS to even scratch the surface.

djibess

March 1, 2011 - 11:02am

yeah blender is better

Anonymous

March 19, 2010 - 2:39pm

I liked this post on what blender should do. I agree on the simulations part and the nuke stuff.

http://3dsoul.wordpress.com/2010/01/17/5-things-blender-should-do-to-be-...

Riki

March 9, 2010 - 10:51am

I can understand why they wanted to implement a free sculpting tool to give people that dont have any money something to sculpt with. Having said that they should really focus on their existing stuff more than piling on new features, just an opinion.

Anonymous

March 9, 2010 - 2:07am

Riki, are you talking about just Sculpt, really? also modo and Silo has the same problems... and so? People pay for use those software.

metalliandy

January 18, 2010 - 8:03pm
Anonymous wrote:

Wow! I totally disagree! There is millions of uses for sculpting tool in blender, the best reason to have it is baking normal maps for low-polygon models and maps. I use Blender on daily basis as I work for game industry, I have history as Max user but after I got hang of Blender (2.47) I haven't looked back.

I have to say, IMHO, Riki is correct.

I have been using Blender as my main 3d application since the low 2.3xx series and though i really do love the application, it has so many drawbacks regarding the tools available.
I think the main problem is the way in which Blender is developed (only 3 paid coders and many volunteers), so releases surge in one direction until the current tools become a little stagnant or totally outdated even (the BGE is a perfect example of this) and then everything gets a reboot...there is no real continuity where everything is developed simultaneously

The sculpting features are great and have improved substantially since they were first implemented, but they are not a patch on any dedicated sculpting application simply because they are not versatile enough to compete with ZBrush, Mudbox or 3dCoat.

There was a point when Blenders UV tools were unbeatable and i believe they implemented the LSCM unwrapping method before Max but again, these have now fallen to being average. There is no relax tool or UV stitching for example and adding or removing edgeloops destroys any UVs that are on a mesh (even with the preserve UVs on).

The baking features in Blender are also now below average when compared to applications like xNormal. The inability to flip channels before you bake just makes more work for the user and the lack of editable projection cages is unforgivable when its a pretty standard tool in every other 3d program that bakes maps...offsets are far to inaccurate and baking cylindrical shapes is a nightmare.

The modeling tools are fantastic but again lack such standard tools as inset or the ability to remove multiple edge loops at the same time.

Real layers would be great too as the current outliner is just not versatile enough and quickly becomes cluttered as there is no way to group meshes within it.

Also the modifiers are very inconsistent in regard to the way they work or are labeled...The SimpleDeform modifier is a perfect example of this...Why doesnt it have the bend amount in degrees rather than a factor that goes 0-10 and 2 limit options that go 0-1? Just having this fixed would make all the difference when bending complicated meshes that require precession.

Though after saying all this, i do think Blender is going in the right direction with 2.5 but needs to focus much more or the core tools rather than all the extra stuff like smoke simulations and sculpting as they are taking away from Blenders strengths and thus making it a weaker program overall. I mean who really needs to render in 4k unless they are working on a major motion picture? Sticking out tongue

Anonymous

January 18, 2010 - 8:39am

Wow! I totally disagree! There is millions of uses for sculpting tool in blender, the best reason to have it is baking normal maps for low-polygon models and maps. I use Blender on daily basis as I work for game industry, I have history as Max user but after I got hang of Blender (2.47) I haven't looked back.

JBaldwin

December 21, 2009 - 1:17am

I agree with Riki on this one. They hop around a lot without perfecting one thing. Lots of good ideas but no real useful stuff due to all of the incomplete work.

-Jeremy-

Riki

December 17, 2009 - 8:55pm

They are watering Blender down with semi cool features, there is no real reason to have sculpting abilities in Blender when its 3d tools and rendering need so much work. They need to focus on 1 or 2 things and do them right to compete.

Kaneth

December 17, 2009 - 8:43pm

I've had 65 million in Max before but i couldn't paint deformation to save my computers life, so this is pretty cool. I may learn blender 1 day, but for now ill stick to my pipeline!