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  1. #1
    Donating Member
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    Summer of Code - Sculpt and Paint - Feedback team

    Hi all,

    starting this thread a bit early - still quite a few weeks before GSoC actually starts for the students

    Here is the page to add wishlists, mention important bugs, etc.

    http://wiki.blender.org/index.php/Us...tPaintFeedback

    If you'd like to be part of the feedback team, let us know. Like last year please post some examples of your work.



  2. #2
    Hi LetterRip, I was involved in last summers testing and I'd like to be involved again.

    If you want me to post more work I can....

    Here are some things that I think would be nice

    -fast navigate defaults to the preview multires level not the lowest level
    -faster smooth
    -more efficient way to switch between brushes (that's a big one for me)
    maybe using the spacebar in sculpt mode would show a pie menu with the sculpt brushes divided into general types and from the general types you could quickly select a specific subtype? just an idea...

    -the remaining features from last summers branch into the trunk
    -Nicholas Bishop's gsoc from last year into the trunk (this maybe the wrong thread for that)
    -some kind of shader to show the surface details better

    For Paint
    - more brushes
    - faster
    - layers
    - better stencils

    I'm honestly super psyched about this gsoc.... last years was an incredible success and I can't wait to see what Jason does this summer...
    Last edited by Brenner; 28-Apr-11 at 01:49.



  3. #3
    I would like to have ability to edit a simple brush's shape without having to load a texture.

    I think about settings like shape and spikes in Gimp's Brush Editor.
    http://docs.gimp.org/en/gimp-brush-d...-editor-dialog
    My book in French language
    Mon livre sur la sÚrie Blender 2.6



  4. #4
    Member Zafio's Avatar
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    I could give feedback on sculpting too!
    The examples you ask would be art examples?

    Edit: In that case:


    This stuff isn't finished, but I hope it gives a glimpse of my skill.
    Last edited by Zafio; 28-Apr-11 at 07:00.



  5. #5
    Member Michael W's Avatar
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    I'm game!

    recent work:




    and the layer manager addon...
    Mike Williamson
    www.cowtoolsmedia.co.uk



  6. #6
    Here it is my latest work with Blender:





    And a short video:

    Demo Reel 2013: https://www.youtube.com/watch?v=iMjy10vSAq0
    Railways: Short film made with Blender: http://samvila.blogspot.com/



  7. #7
    Member kakachiex's Avatar
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    -focal shift implementation: useful for angle feedback on the surface
    -make the brush react to the surface [angle brush snapping, like zbrush] useful for sculpt on specific angle, corner, diagonals.
    -hard surface brush implementation
    -vector displacement for geometry sculpt
    -pen brush for path stroke sculpt



  8. #8
    Member TAMcCullough's Avatar
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    The ability to paint and sculpt at the same time like zbrush would be nice.





    Last edited by TAMcCullough; 28-Apr-11 at 10:44.



  9. #9
    Member Michael W's Avatar
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    You guys are editing the wiki page in the first post with suggestions and not just posting here right?
    Mike Williamson
    www.cowtoolsmedia.co.uk



  10. #10
    Member kakachiex's Avatar
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    You're right Michael w.......!



  11. #11
    Member Jeepster's Avatar
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    i'm in!


    (more in this thread)
    although i don't know if i'll have much to contribute, i've been pretty happy with sculpt mode since last year's sculpt GSOC.
    you guys did an incredible job



  12. #12
    Member LiquidApe's Avatar
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    Just thought I would share a development that I think would be of extreme interest to readers of this thread. Sparky and Naz-gul have been working on a specialized baker in order to bake highres to lowres without going through the regular renderer. This will take gobs less RAM. The idea is that if you can sculpt it, you should be able to bake it to a normal map. Sparky has already finished all the backend code, now Naz-gul is just working on an interface for it. According to sparky, I will be able to bake about 3 times the amount of polys that I previously could! Can't wait!

    (Look at the bake panel)



  13. #13
    Member Acer's Avatar
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    I'm in also.





    See more of my work in this thread
    http://blenderartists.org/forum/show...ing-sketchbook
    Last edited by Acer; 28-Apr-11 at 17:36.



  14. #14



  15. #15
    Member Paint Guy's Avatar
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    Count me in too!

    pg



  16. #16
    Originally Posted by Michael W View Post
    You guys are editing the wiki page in the first post with suggestions and not just posting here right?
    Ah no.... I guess I should add that...

    @LiquidApe - very cool! sounds awesome!

    Added the above post to the wiki (I think to the right area)...
    Last edited by Brenner; 29-Apr-11 at 02:19. Reason: added to Wiki



  17. #17
    I'm in too.



    more

    Although I couldn't help much last year, and I don't know how much I'll be able to this time. As Jeepster said, I'm also happy with all the improvement done the past year.



  18. #18
    Hi, i'm not adding to the official page this suggestions because i'm not sure of my English's correctness. So i will write them here.
    It would be very nice (if it wasn't done already) improve the hide tool so you can also hide parts of a partial hidden mesh. Even a lazo tool fot the hiding system it would be nice.
    Another thing that i like of other softwares and it's very useful in certain situations is the topological move brush. It works like this: if you have, in example, a mesh of a face with the mouth open, with the topological move brush you can move the upper lip without affecting the lower lip. So you can move close togheter precisely parts of a mesh without switching to edit mode, and you can do at higher level of subdvision.
    Improve the move tool that in certain camera angle its effect are too extreme or unusable (even with influence extremly low, but with the thumb tool this don't happen: i don't understand why).
    That's all.



  19. #19
    Member tyrant monkey's Avatar
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    Guffy hiding and masking has already been developed its just not in trunk. When the GSOCs of last year were coming to a close there was a feature freeze in place so the are a few sculpt related things that are not in trunk but are in certain branches.
    Last edited by tyrant monkey; 29-Apr-11 at 04:09.
    I have 500 bad drawings in me before the good ones. And I have 365 to go, here they are.



  20. #20
    Member Alekzsander's Avatar
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    Originally Posted by tyrant monkey View Post
    Guffy hiding and masking has already been developed its just not in trunk. When the GSOCs of last year were coming to a close there was a feature freeze in place so the are a few sculpt related things that are not in trunk but are in certain branches.
    Yes , i was looking that but when are they gonna put in the trunk?


    -they can do extract mesh ?

    http://www.pixologic.com/zbrush/feat...2_MeshExtract/

    -transpose tool too?

    http://www.pixologic.com/zbrush/features/04_transpose/

    i wanna see my Uv's in the paint tool , i only can see it when i work in the edit mode . bodypaint can do this


    i wanna paint like zbrush

    http://www.pixologic.com/zbrush/features/16_PolyPaint/



    - materials

    http://www.pixologic.com/zbrush/features/06_Materials/


    subtools would be great

    http://www.pixologic.com/zbrush/features/05_Subtools/
    Last edited by Alekzsander; 29-Apr-11 at 05:04.



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