Limitations of Sculpting?

I’m having a little trouble getting sculpting to work on some shapes I’ve made…

I need to get something like an island, which I can get, but the sculpt tools have no effect on the.

I don’t know if that’s because of the shape of the object, or the nature of the faces (some are quads, some are tris)

for sure it works great if I begin with a Plane, divided up into 10 or more subdivisions.

But then you have the task of making that into the shape of an island…very few perfectly square islands out there!

Any hints to get me on the road to artistic productivity?

Thank you!

rc

Not a solution, but in 2.5a2 I couldn’t get the Sculpt tools to work right at all, ever. Check the bug tracker for current reports on the Sculpt tools.

well the beastie does work, I guess I’m too green with the tool to be able to say whether IT is acting wierd, or I simply am still learning it.

but, comparing to a tutorial I’m following, it sometimes does not work the way I believe it should.

rc

OK…can anyone say whether the multi-res and sculpt tools are a bit better-behaved in 2.49b?

Make the shape of an island, subdivide that, then use the sculpt tools to give you relief.

does it matter what shape I begin with, as in plane or disc or grid or curve?

rc

Sculpting tools are only really elaborate proportionate editing tools. They can work on any mesh. Obviously you want an even grid to work with so your sculpting can be uniform at all resolutions. The multires modifier allows you to sculpt on different levels of density of that grid which based on the base mesh you start with.

When working on a human head for example you start with a clean quad object that is subdivided. You don’t start with a box necessarily, but an object that very closely resembles the final thing. So in sculpting, prepping an object for sculpting is half the battle. In otherwords, you could say, “what shape to I start with to sculpt a head character?” Well, the shape of a head character.

For an island, start with the shape of an island. Layout the outline (shoreline actually) and fill it in with quads to the center. Make sure the quads are as even as possible. Then take that basic object and sculpt the hills and valleys. It could be a flat mesh and you can do what you want with the edges depending on what you want to use it for.

My basic example of the concept is not very well subdivided. I just tossed it together quick to show proof of concept. I started out with the flat mesh and sculpted the hills. The center needs more subdivision but that would take more time, so I just left it as is. You get the idea.

Attachments


Bear in mind that any 2.5x is a work in progress until a fully-blessed release has been announced. Back in 2.5a2 I had to switch to the earlier version to do the character sculpting for some Durian/Sintel extras I was designing, because the Sculpt tools in the alpha were broken for me (can’t say why). No shame there, just practicality.

I’ve found the Sculpt & Multi-res tools in 2.49b to be extremely reliable. And remember that you can sculpt in the earlier version & animate/render in the later if that works better for you.

This video might help.

d2

OK, but what shape do you begin with? A Plane? a Disc?

Matters not which one?

How do you “fill with quads to the center”? I’ve noticed when subdiving a circle, the inner most polys are tri’s.

rc

I didn’t start with a shape. Yes, insert a plane or something. But go into edit mode and delete it then start creating the shape by hand. I created the shape with points and just starting extruding and subdividing it to create quads. Tools used where E and ctl r as well as f to make faces.

insert a plane, then delete it?

sounds like you created your shape by laying down points, then joining them, making faces, extruding…is that correct?

rc

Right.

I was just trying to be as basic as possible. You have to have a mesh object to start with before you can edit. That is what I meant.

and you got the same level of nuance using the 2.49b tool? I’ve only fiddled with it a little bit, but didn’t find the same control as in 2.5x…

perhaps more fiddling is needed…

Since I’ve not yet used the 2.5x Sculpt tools successfully, I’ve no way to make a comparison. I was under the impression that reliability was the main question.

Even the most sensitive and nuanced tool is of little use to me if it only works half the time.

Once I finish up with Kata (the end-of-tunnel light is visible!) I’ll be turning more to 2.5x, and so may be able to comment more intelligently then.

OK…I believe that I know what you are describing, but can you point me to a tutorial that shows it?

I’m sort of experimenting here on what I think you mean…beginning with 1 square plane, and trying to extrude the eges to make an island shape…not sure if I’m going down the wrong road or not.

many thanks!

rc

granted, however, v2.53 was touted as “the version used to make Sintel.”

that gives one hope, as you can’t imagine people being very happy with a bunch of tools that don’t work and application quitting on them while trying to make a movie.

Progress report here:

I have what could be a passable Island mass here…began with a simple mesh, sub-d’d it to a level of 15 (prbly excessive) then pushed and pulled it into an island shape.

I am discovering how to use the various sculpt brushes in conjunction with textures loaded from my scene.

Still don’t know enough to predict with certainty what I’m doing, but the choo-choo is rolling at least.

PS…and used 2.53 only briefly bcs I was getting more the the normal number of “unexpected quits.” 2.54 seems quite sturdy.

:o

ALSO: try using some of the Wilkins builds at graphicall.org…he apparently is focusing on the sculpting tools and they do behave better in Wilkins’ builds than in others.

I don’t know of any tutorials for making the shape I made. Just basic logic on poly flow. But it sounds like you are getting it sorted out. Did you look at that tutorial in the link above?