Hi Sergey, sorry to drag this up again, but I wanted to respond (I've been away the last few days).
On Thu, Apr 21, 2011 at 5:45 PM, Sergey I. Sharybin <[email protected]> wrote: > Looks like it was implemented in 2.49 exactly in the same way as it > was before enabling sculpting on deformed mesh in 2.5 and i don't find > it intuitive. Well, for the purposes of poly modelling it's quite good - especially when you have reference designs and you're tweaking it to fit shapes from camera etc. Anyway I can't speak for Tristan, but he told me it was the main reason he uses blender for poly modelling, even in high end studios where he has access to many other tools. Anyway, there was a big difference between the previous 2.5 situation and 2.49, in that previously in 2.5 it would interpret the sculpt strokes using the vertex locations of the original base level mesh. In 2.49 it allows you to actually sculpt on the subdivided surface and even if you can't sculpt on the mirrored part of the mesh this is usually fine for this purpose. If you're already using mirror modifier when poly modelling you're probably only concentrating on one half of the model anyway. Check out this video of 2.49 - the setup is a base mesh, with mirror and subsurf modifier - it shows how you can sculpt correctly on the original vertices that are transformed to the limit surface, on one side of the mirrored mesh. http://mke3.net/blender/devel/2.5/sculpt_subsurf.mov Anyway, I'm not the one that's been using this feature, perhaps I can get him in touch with you. I just know he's been bugging me about it every time I work with him ;) cheers Matt _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
