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…
-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
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!
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.
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.
Ops! I’m sorry. I know that the masking stuff was already devolped (i saw some video on vimeo and it’s pretty cool) but i didn’t know about the hiding tools: my fault.