btw. multires is not cool since it is unusable at dense dynotoped mesh.
It is not. It can be better after applying subd. But, oh man, no way back.
On the other side, if you retopo this mesh, subd and use the more or less problematic “shrinkwrap” (lot of edits are waiting you)
Then, for some weird reason, multires is fast enough. What’s really happening? I don’t know. Why a cleaner topology helps performance? Not because it’s a good thing of course (ethics are irrelevant in this case) LOL @JoseConseco
My pc (mac) isn’t the fastest in the universe, Of course it’s not. The ATI I bought (cheap enough) is a second hand 5870 (three years old). But it performs quite well.
Cube mapping is called "cube blended mapping). This “blended” makes the difference. You can try it under tomato branch only.
@ifcruickshank
Thank you, so much.
Playing with cycles shaders is an endless game. I’m in love with this engine.
After installing my “new” lol ATI, I’m more in love with dyntopo. ZBrush becomes an assistant app for blender. It was about time. The closer to a render engine and lot of other tools you are, the better you feel.
michalis - how is performance of dynotopo compared to sculptris. I know sclptris starts to lag around 200k tris. I see you have lots of detail on eg. lips, and harir so I wonder (I guess part of detail is from box mapping texutre, but not ot lips I presume)
@Jose
Today, I tried sculptris, because I don’t use it any more. But I was testing the new card.
A slight lagging started at 1.5M and remained workable until the limits ~2.5 of sculptris.
Dyntopo ~1M and still working smoothly. It stops somehow from time to time (I bet it’s autosave) and starts again as a butter.
No kidding, it’s a workable (dyntopo) app, far better than sculptris. But this an opinion of a poor artist that just loves dyntopo for very personal artistic reasons. I love it so much that zbrush became for me an assistant app of blender.
Michalis,this is not only your opinion,dyntopo is better than sculptris for me also,working fully in blender is simply another thing,a much more deep experience.
Thanks JoseConseco(and sick also)for the script,it’s really streamline the workflow(it’s a pity that is missing the difference operation which is really useful but it allows really smooth working)
Very good work here. And michaelis, thanks for the advice. Unfortunately now I only have access to a mac (not my choice). I guess I’m just going to have to wait until someone makes a mac build so I can continue testing wink, wink.
I recognize him now when you mention it :). Blame the non-existing hair rendering in cycles. If he had a beard I would have recognized him immediately.
All these are great.
What I use to do: is to play with OGL lights as I sculpt. Changing them all the time. Not much help but it’s all I can do.
The great help comes from the interactive cycles progressive renderer. But these cycles maniacs are trying to kill this option.
I complain on this. As loud as I can. Sorry for bumping.
When I compare my sculpts with others on this thread… well…
This is my first time to devote about a hour playing with dynotopo and I have to say that I am thrilled at the possibilities. Sculpting feels much more natural than with sculptris and much more clay - like. I just love the feel of sculpting brushes. This is the first time after a while that I actually enjoyed sculpting in 3D app. Before, it felt as something that had to be done and get over with. Cool!