lunedì 9 maggio 2011

First sculpt in Blender 2.57

As announced in the last sculpting post, this new creature is modeled and sculpted in Blender.
On the left you can see a sculpted version of the creature (the original scketch, is in the 2D section of the GraphYka site). Really this is not an high poly version, there are just 250.000 polygons, so nothing really special.
Below yuo can see a low poly version, 1.800 polygons, textured with the normal map baked from the sculpted model.
What I noticed working to this project is, as expected, the really need for a good hardware configuration: Blender computes the actual geometry of your model so a large amount of memory, fast cpu and good graphic card are all required. Otherwise you can be slowed seriously down at few millions of polygons (2 could be enough).

If you have ever used Zbrush, you already know that the polygon count could rise quite a bit even using not expecially powerful pc. But this is due to the peculiar way of this software in managing the models and his highly optimized workflow even with huge amount of data.
But most important I learned something about the modifiers in Blender and the importance of applying them to the model at the right time.
The mirror modifier could be very useful but apply it befor you start sculpting or marking the seams for textures mapping, or you can incur in some troubles, like me.
Infact, I think, that I'll restart from a low poly version of the model and then resculpt for trying the texture  painting both of an high res and of a low res models.

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