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Anyone else have any success working this way?

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I just realized, that it kind of does what I want.  I was definitely doing it wrong.  I think the interface could be optimized though.

 

GIF 2020-11-07 7-50-42 PM.gif

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More experiments.  I can't explain how exciting this is for me.  Still needs a lot of work, but the foundation for some really cool base sculpt blockout tools are here.
Is anyone else using curves?  I'd love to see what others are doing.

 

GIF 2020-11-07 8-42-50 PM.gif

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Great stuff @AndrewShpagin and the rest of the team.  Please continue to develop things further.  I'd love to give you my input.

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9 hours ago, gbball said:

Please continue to develop things further.

Hi, gbball!

I am very surprised how you use our tools. Especially creating  Patch-surface.
Thanks for the great series of videos. Things to do on the weekend. 
You have done a great job. To be honest, there has been little feedback from designers.
I realized that the tools are not very clear and easy to use.
We are working to improve them. And bug fixes. :)

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6 hours ago, Gorbatovsky said:

Hi, gbball!

I am very surprised how you use our tools. Especially creating  Patch-surface.
Thanks for the great series of videos. Things to do on the weekend. 
You have done a great job. To be honest, there has been little feedback from designers.
I realized that the tools are not very clear and easy to use.
We are working to improve them. And bug fixes. :)

Hey, @Gorbatovsky, that's what I figured, but I'm glad you see it as interesting.  I just made a video going through my process.

 

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This is how I set things up.  But I've also done a few more tests using the 2 profile sweep using a guide.  That is also promising, but a little more involved to setup.  That gives me a bit more control over how the faces bulge in or out.  I'll try to share some results of that test later.

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Further testing.  Here I used a combination of closed patches set to fill with mesh and some curves segments joined together and used 'swept n gener'.  Doing this gave me a lot more control.  It was still a bit clunky to set up though and I still have the problem of the meshes being disconnected.

I propose a voxel or surface mode primitive object that looks like a polygon cube, but instead of regular edges, it would use curves.  And we should be able to extrude and subdivide faces with new curve data which all could be used to deform the voxel/surface object.

 

GIF 2020-11-09 9-24-58 AM.gif

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On 1/16/2019 at 12:02 PM, gbball said:

1.jpg

2.jpg

3.jpg

4.jpg

I'm just bumping this post because I think it's relevant to what I'm proposing for the curves tool.

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Here is my latest test (attached) for anyone who wants to download it and try it out.  This time I'm only using 'swept N gener'

 

CurvesTest7.3b

GIF 2020-11-09 10-57-16 AM.gif

Edited by gbball
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On 11/8/2020 at 8:25 AM, Gorbatovsky said:

I realized that the tools are not very clear and easy to use.
We are working to improve them. And bug fixes. :)

@Gorbatovsky Let me share inspiration

 

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3 hours ago, Carlosan said:

@Gorbatovsky Let me share inspiration

 

This looks great @gorbato

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5 hours ago, Carlosan said:

@Gorbatovsky Let me share inspiration

 

looks like moi3d but this is CAD software why this needs in sculpting? I may understand more features etc but this is requires other feature like several viewports, better snaps etc

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Not in sculpting, read my quote first please. I am only sharing how another app handle manipulation on curves, as reference from brain storm. (bold is mine)

Gorbatovsky said:

I realized that the tools are not very clear and easy to use.
We are working to improve them. And bug fixes. 

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@Gorbatovsky

After testing, I've found using 4 curves as the most flexible way to make patches using the Swept N Gener tool.  I think a fast way to generate would be great. 

Ideally being able to create new curves and patches the same way you create new polygons.  With tools like

  • Extrusion of individual Edges (the equivalent of edge extrusion in polygons) creates a Swept N Gener
  • Extrusion/Beveling of Swept N Gener patches (the equivalent of face extrusion/beveling when working with polygons)
  • Bridge Tool Select two curves and automatically Bridge with another Swept N Gener

This will be more powerful than polygon modeling...especially since your tool can convert to quad retopo patches.

GIF 2020-11-28 3-32-30 PM.gif

GIF 2020-11-29 12-29-41 AM.gif

GIF 2020-11-30 1-14-51 AM.gif

CurvesTool.png

CurvesIdea.png

 

 

 

 

Edited by gbball
had to remove a couple of images
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On 11/30/2020 at 8:38 AM, gbball said:

After testing, I've found using 4 curves as the most flexible way to make patches using the Swept N Gener tool.  I think a fast way to generate would be great. 

Thank you, we thought about it.
And we will necessarily make a new tool surface like a patch.

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4 hours ago, Gorbatovsky said:

Thank you, we thought about it.
And we will necessarily make a new tool surface like a patch.

Awesome news! 

If it's not too much trouble, will extrude, inset and bridge be doable?

Thanks!  Looking forward to the new release!

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On 11/7/2020 at 8:44 PM, gbball said:

More experiments.  I can't explain how exciting this is for me.  Still needs a lot of work, but the foundation for some really cool base sculpt blockout tools are here.
Is anyone else using curves?  I'd love to see what others are doing.

 

GIF 2020-11-07 8-42-50 PM.gif

uh...WOW.

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19 hours ago, L'Ancien Regime said:

uh...WOW.

Yeah, it's exciting stuff.  Right now, this isn't really a contiguous mesh...it's a series patches aligned to a sphere.  But I have found a way to use these patches as a kind of stamp or mold to create a solid voxel or surface sculpt object.

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