Advanced Member wailingmonkey Posted August 22, 2008 Advanced Member Report Share Posted August 22, 2008 Hi Andrew, I wonder if you might consider implementing seperate camera view background image (material) capability for use when sculpting from reference images (I'm thinking humans mainly, but it would be helpful overall for pretty much any subject which one had resource images from multiple angles)? I'm posting an image showing how Silo does it, but it's basically how you've currently got manipulation for materials, only the user would be able to assign a unique image to camera views such as 'Left' 'Right' 'Top' 'Front', etc. (I'm not suggesting you add the ability to have 4 windows, I think it would be just fine to toggle thru the hotkeys for each camera view ). I'd imagine this would be handy for volumetric sculpters as well as transferring texture info to the model in a somewhat consistent fashion. Thanks for considering it. *edit* bold to highlight what I'm not requesting Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted September 20, 2008 Author Advanced Member Report Share Posted September 20, 2008 Hi Andrew, Just bumping this back into view (in case my thread heading is a little strange). Perhaps people aren't using the sculpting tools for accurate models yet (I imagine this will change when voxel tools begin progressing to production-level), but I'd like to re-iterate the utility of being able to sculpt from orthographic reference 'materials' (reference textures) that can be assigned to each camera view (hit '4' on numpad and get 'Left' assigned camera reference image, hit '6' and get 'Right' assigned camera reference image, etc.). I'd imagine this would work exactly like you have current material planes working now, but just allowing for unique reference images per camera view (or 'shortcut'). Hope you can consider implementing it as it makes matching models to concept drawings or photographs much less of a guessing game! Quote Link to comment Share on other sites More sharing options...
Advanced Member polyxo Posted September 20, 2008 Advanced Member Report Share Posted September 20, 2008 I'm all for this feature too. It will help those who want to create creatures but also designers who want to quickly rough out a shape and then bring it to a Cad-Package. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted September 30, 2008 Report Share Posted September 30, 2008 This is looks like pretty much the same way it's done in LightWave. http://screencast.com/t/OZqED8l6wlP Quote Link to comment Share on other sites More sharing options...
Contributor bwtr Posted September 30, 2008 Contributor Report Share Posted September 30, 2008 Are you suggesting regular, normal, common place , 3D multi-view layouts? Sorry Andrew, it just seems, well, obvious? (Or have I missed the point---again!) Brian Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted September 30, 2008 Report Share Posted September 30, 2008 Not necessarily a quad view, just getting different backgrounds for the different camera angles / views. I'm not sure the interface of the program works like that though. It seems to me that there is basically one camera, an the different views are simply preset locations for that camera. Just like how the target icon sends it back to the default location. So the way I see to implement this is multiple cameras and they each only move left, right, up, down, and zoom. What would be really nice, but harder to implement I think, is like LightWave, where the cameras are connected. So if I'm in the Front view and move the camera up, then switch to the Right view and see that has also moved up. Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted September 30, 2008 Author Advanced Member Report Share Posted September 30, 2008 Are you suggesting regular, normal, common place , 3D multi-view layouts? Hi Brian, nope...currently we have these options for camera views: all I want is a way to maximize that functionality by being able to assign a reference image to each view ... so I can accurately sculpt from reference images (without having to change materials for each camera and fiddle with scale/rotation/translation as is the current 'workaround' that I would have to do now if I wanted to sculpt from references) I should probably swap out that image, but I've clarified my request on multiple occasions now.... <shrugs> Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted January 26, 2009 Author Advanced Member Report Share Posted January 26, 2009 Hi Andrew, Just bumping this to inquire about progress on allowing reference images for version 3.0. I'm trying some workflow variations with body parts and Vox tree layers and adding the ability to reference character proportions would really help with the sculpting of each 'part' as it makes up the whole body shape. cheers. Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted May 1, 2009 Author Advanced Member Report Share Posted May 1, 2009 With the addition of background image capability (in alpha80) I'm really hoping you're working on the addition of allowing seperate background images per camera view. (just a gentle bump of the topic so we can paint and sculpt in voxels with image references) . Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted May 5, 2009 Report Share Posted May 5, 2009 Almost done. Wait it in ALPHA81. Quote Link to comment Share on other sites More sharing options...
PalSan Posted May 5, 2009 Report Share Posted May 5, 2009 Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted May 5, 2009 Author Advanced Member Report Share Posted May 5, 2009 X10 Quote Link to comment Share on other sites More sharing options...
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