Hi guys! The last step on getting good topology (aside from a good smoothing that luckily we already have) seems to be some sort of dynamic brush size, I mean, mesh detail under the brush should be fine enough to avoid stretching polygons, and also detail transition among adjacent faces should be smooth and the only way of getting that is with an adaptive brush radius.
if the underlying faces on the brush are too big , then the radius will scale accordingly and subdivide, then scale again to the smaller faces and subdivide , till reach the user desired radius and perform the full detail subdivission plus the sculpt action.... this seems to be the behaviour of sculptris. I need to thinker with the sculpt/brush structures to see how could I implement this. I will preciate any help/hint on that from experienced sculpt devs in order to speed up the implementation. the goal is to alwyas have enough detail under the brush to perform the sculpt action and avoid sharp size transitions among adjacent faces. Thanks in advance Farsthary _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers