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Sculptris - dynamic mesh tesselation 3d modeler
Posted: Mon Dec 21, 2009 1:31 am
by jph_wacheski
Look here;
http://drpetter.se/project_sculpt.html
A rather niffty tool from Dr.Petter., fun to model organic 3d meshes,. I would like to see some system for doing similar dynamic mesh tesselation in the ZGE,. perhaps the Dr. will release some info/code at some point..,
Sculptris 1.0 Released!
Posted: Sat May 22, 2010 3:36 pm
by jph_wacheski
Sculptris 1.0 Released!
http://www.sculptris.com/
Now with mesh painting for texture creation,. I just need to figure out how to get the texture out when done,. and then see if there is a simple way to get them into ZGE. (they export as obj,. so going throught wings3d) Expect to see new games featuring nice organic models,. . as soon as I figure out where the texture file is saved :S lol.
Posted: Sat May 22, 2010 3:49 pm
by Kjell
Click on the "Show advanced tools" checkbox ~
K
Posted: Sat May 22, 2010 8:01 pm
by jph_wacheski
yup, i found it,. working well too.
6k skull,. .
Posted: Sat May 29, 2010 12:45 am
by jph_wacheski
a little test., the skull I sculpted is 6000 polys,. there are 240 of them shown here. Fun!
Posted: Sat May 29, 2010 2:04 am
by y offs et
Well, it took about 15 sec. to load, but eventually I got spiraling green skulls. You'll need a pre-loader - I almost gave up on it.
Posted: Sat May 29, 2010 8:10 am
by VilleK
Works fine here, frame rate 60 and starts in 2 seconds. Did you use Upx with Lzma-compression? I read that it is really slow to decompress on some machines.
Posted: Sat May 29, 2010 3:37 pm
by jph_wacheski
I don't think it is compresion the skull is only 48k! I think it was just a slow procedural bitmap,. i was trying to get the chrome shader to look more smooth, I think I had set the rez. too high,. was not slow here, so i hadnt noticed. Try the attached, it has no bitmaps.
I really like the ease of modeling with sculptris and am running some tests to work out a good tool flow with ZGE. Can anyone duplicate the type of shader sculptris uses and post it here? where you can just use those neato ball bitmaps and get that type of shading? I will look into it eventually but I am working on a few other things currently.
Posted: Sat May 29, 2010 4:22 pm
by y offs et
same - about 12 sec.
got wall multi-skulls + master
do they rotate smooth for you? a bit jerky.
one processor about 60%
other about 40%
Posted: Sat May 29, 2010 5:22 pm
by jph_wacheski
Really? ok, here it is with only 25 skulls, this could help your render speed,. I can get 60fps with 500 skulls perhaps my vidcard is better than I thought. wundering what a reasonable number of polys is for a midgrade card?? also added the load oprions so try windowed/not etc.
also the loading thing is troubleing,. so this also has no compression.
please test.
cheers!
Posted: Sat May 29, 2010 5:37 pm
by VilleK
Both skull demos work great here with 60 fps and no startup. Maybe it's your antivirus software having a fit against upx-compression in general, yoffset?
Posted: Sat May 29, 2010 6:48 pm
by Kjell
Hmm,
Perhaps his GPU doesn't support VBO's .. in which case it probably kicks back to software mode.
And the "thing" you do in Sculptris is called sculpting .. not modeling.
K
Posted: Sun May 30, 2010 1:11 am
by jph_wacheski
ah,. could be that.
Kj- sculpting vs modeling; what do you see as the difference between the two ? Sculptris lacks hard edges but other than that, it seems one can create any shape using it,. for a free tool it kicks some serious butt,. right up there with ZGE IMHO. and the thing that really appeals to me is the 3d painting that lets me get textured meshes into ZGE. (without having to pay for max/maya/etc. I would love to be able to support tool makers but at thousands of $ its a tad over my head.)
Posted: Sun May 30, 2010 4:18 am
by y offs et
Perhaps his GPU doesn't support VBO's .. in which case it probably kicks back to software mode.
I kinda favor this explanation.
On skull_test7 it works after the initial wait.
Funny thing, the first time I had the background turning clockwise constantly. All next 3 times it swings back and forth and the skull slowly turns count-clockwise. The last try the background went counter-clockwise rather quickly.
I've heard of something called multi-core errors that are maddening, in that they are non-repeating. I think that is what this is, and could be the source of some other problems in the past.
Thing is, every new computer has multi-core processors, so this isn't going to go away.
Posted: Sun May 30, 2010 10:39 am
by Kjell
Hey jph,
The difference between sculpting and modeling? It's just a different technique suited for different purposes. Anyway, Sculptris is a great alternative to sculpting tools like
Mudbox and
ZBrush. Applications like Maya and Softimage are / do something else ..
K