I am able to use shapes to sculpt multiple layers, and control it influence onto the base mesh using IPOs.
Does anyone know how to bake the shapes deformation to a single mesh?
My god this sounds like mudbox and zbrush functionality, please expand
am able to use shapes to sculpt multiple layers, and control it influence onto the base mesh using IPOs
please! share this technique (if you want, of course :eyebrowlift: )
Okay, playing around a bit with shapes. Note this does not work with Multires, and the mesh cannot change vertices count.
So, you have a base mesh subdivided to target number of polys. Make a new shape, and sculpt the changes. Since it is a shape, you can change the intensity of that layer with ipo sliders.
You can also use weights to mask areas, similar to mudbox.
To freeze the shape layers, you export to obj.
layer based sculpting,in some very primitive form is allready possible in Blender,not directly but with some workaround.
We have the fantastic displacement modifier(thank ben for this,now it works very good),the only thing to do(and the only thing really difficoult to do)is baking the displacement vectors to a map(I use Zbrush for this,I understand that isn’t easier without that)and after applying that with the dispalcement modifier,which work as a layer.The problem is that at the end it need to be applied,which make the workflow not as smooth as could be,but maybe for someone can be useful to know it
thanks to both of you for the reply!
I have tried displace modifer but it requires reloading textures, and results are not instant.
Played further with weight painting to mask areas, but it complains if mesh is greater than 500,000 polys. Guess this workflow might work, if you break mesh into smaller parts.