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trying GSOC sculpting improvements in trunk

I haven't been able to build jwilkins' GSOC branch for a few days already, and, since some of the stuff he's been working on has been merged to trunk for the upcoming beta release, I've given trunk a go for the first time in a while.




I've reused the base mesh I've created for a doodle a couple of months ago, back then the sculpting tools weren't working all right. Now it feels great sculpting with blender 2.5. This is the first full body sculpture I've done that I was confident I could reach the level of detail I wanted. Also, as usual, I've recorded the process:



The anatomy makes no sense, but I guess, since it's not a human being, it doesn't matter that much :D

Finally, here are a few more test renders



Comments

  1. Great sculpt! Could you tell us what the polygon count is on this model and what your system specs are? I can't ever seem to get a decent resolution out of Blender sculpt...

    ReplyDelete
  2. Thanks Hollywood!

    Polycount by the end of the video is 2122240faces.

    System Specs:
    CPU - Intel Core 2 Quad Q9550 2.83 Ghz
    RAM - 4 Gb G-Skill 1100 MHz DDR2
    GPU - Nvidia GeForce 9800 GT, 1024 Mb
    OS - Linux, Ubuntu 9.10, 64 Bit

    ReplyDelete
  3. Well, you sure seem to get a lot out of your polygons! I have been doing some tests lately and have been able to get a very usable 7 million polygons on screen. That's much much better than previous attempts!

    ReplyDelete
  4. I've only got to 6 million polygons. But wasn't able to render or bake textures, have you tried that?

    ReplyDelete

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