Wouldn't it require a complete UV-unwrapped base mesh? I wont burden people to UV-Unwrap high density sculpts.
Unwrap → tea time.
To get a reasonable workflow, I guess, this feature idea requires Multires.
t
thinsoldierAuthor
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@Leonard Siebeneicher
* If you look at the example video you'll see the artist starts with a very low poly object that is UV unwrapped first. He then sketches a rough outline of the design in the 3d viewport and exports the 2d texture. He then takes the texture to photoshop/iilustrator to make a much more accurate version of the sketched design.
l
leonard7e
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@thinsoldier
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It does not make much sense to have an UV based solution on a workflow which uses voxels or dynamic topology. Any remeshing destroys UV's. This kind of sculpting workflow wont work with a feature which requires working UV's.
Multires based sculpting preserve UV's. Masking from UV's does perfectly makes sense here.
My vote against a general "feature" which depends on UV's across all sculpting workflows. This wont work for workflows which destroy UV's.
But, this feature would work inside (uv preserving) multires sculpting session.
t
thinsoldierAuthor
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@Leonard Siebeneicher
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LOL "Unwrap → tea time."
I just tried that. I got: Unwrap → OS Crash
t
thinsoldierAuthor
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@Leonard Siebeneicher
* This technique is useful for people like me who aren't much for sculpting and find using multiple instances of the displacement modifier to give poor results. So, I know I would not be using it with dyntopo/remesh. Like in the example video it's a tool used early in the process before turning on dyntopo to cranking up the resolution to add scratches and dents.
6 Comments
Wouldn't it require a complete UV-unwrapped base mesh? I wont burden people to UV-Unwrap high density sculpts.
Unwrap → tea time.
To get a reasonable workflow, I guess, this feature idea requires Multires.
* @Leonard Siebeneicher * If you look at the example video you'll see the artist starts with a very low poly object that is UV unwrapped first. He then sketches a rough outline of the design in the 3d viewport and exports the 2d texture. He then takes the texture to photoshop/iilustrator to make a much more accurate version of the sketched design.
* @thinsoldier * It does not make much sense to have an UV based solution on a workflow which uses voxels or dynamic topology. Any remeshing destroys UV's. This kind of sculpting workflow wont work with a feature which requires working UV's.
Multires based sculpting preserve UV's. Masking from UV's does perfectly makes sense here.
My vote against a general "feature" which depends on UV's across all sculpting workflows. This wont work for workflows which destroy UV's. But, this feature would work inside (uv preserving) multires sculpting session.
* @Leonard Siebeneicher *
LOL "Unwrap → tea time."
I just tried that. I got: Unwrap → OS Crash
* @Leonard Siebeneicher * This technique is useful for people like me who aren't much for sculpting and find using multiple instances of the displacement modifier to give poor results. So, I know I would not be using it with dyntopo/remesh. Like in the example video it's a tool used early in the process before turning on dyntopo to cranking up the resolution to add scratches and dents.
* @thinsoldier * Huh … you did it. :D