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New Curvy Paint Tools

Posted: Sat Sep 19, 2009 9:11 pm
by Simon
I have been tweaking the performance of model mesh sculpting/painting and added some of the tools suggested by Vanrailey.

Weird Test Model :?
http://www.youtube.com/watch?v=vGNvue0lQi0

Normal Test Model :)
Image

Here we have add/sub, noise, pinch, flatten(local normal), smooth(works properly this time), and inflate/deflate tools.

Stay tuned for a usable beta ;)

Posted: Sun Sep 20, 2009 1:14 am
by Mr.Nemo
Neato! It's going to get compared to other apps once you bring in such elements. BUT, that's what sets Curvy apart from the others. They lack alot of things that Curvy can do. By the way, that was a weird test model but did accurately show you what you can achieve now. I can't wait to test it out. Plus! I'm getting a Wacom Tablet soon so that will help tremendously. [/quote]

Posted: Sun Sep 20, 2009 8:03 am
by Vanrailey
Ooohhhh... man. You can't see it from such great distance. But right now I'm bowing down to the monitor :lol:. This looks quite exciting. Simple interface, fast start up base model, on top of sculpting functions. Gosh I need to get a lot more base models ready. Nice job Simon!!!

Posted: Sun Sep 20, 2009 8:58 am
by Simon
Once we have a chance to try this out I am sure there is plenty that can be done to improve the workflow with these tools + add some more from the wishlist.

Currently it is suitable for about 100,000 triangles rather than the massive 10 Million poly models other apps do. Best get the toolset and workflow working well before I fiddle around with optimisations.

Posted: Sun Sep 20, 2009 11:43 am
by Vanrailey
I was wondering, while I was watching the video, it just didn't quite seem like the Uv Front/Back.

Posted: Sun Sep 20, 2009 10:18 pm
by mykyl
Some pretty neat stuff Simon. Have you moved to opengl yet? ;)

Cheers

Mike R

Posted: Mon Sep 21, 2009 5:29 am
by Vanrailey
Simon wrote:Once we have a chance to try this out I am sure there is plenty that can be done to improve the workflow with these tools + add some more from the wishlist.

Currently it is suitable for about 100,000 triangles rather than the massive 10 Million poly models other apps do. Best get the toolset and workflow working well before I fiddle around with optimisations.
Awww after realizing what you did with that S-Merge trick, that should work out nicely. In fact I would find it more efficient than subdividing.