Written by ina on Sunday, 19 of April , 2009 at 3:04 am
Tags: Blender, sculpted prims, sculpties
I used to use modo and zbrush to create sculpties (sculpted prims) for Second Life. Yesterday, I stumbled on Blender and spent a huge part of the day throwing things on various objects in draping experiments (it’s kind of mesmerizing in a similar fashion to action painting). It generally takes me a few days to get used to a new 3d modeling program, but I found myself getting into Blender in just a few hours, and even had time to record a tutorial on draping cloth in Blender that first day. Now, more and more, I think Blender is AWESOME for making sculpted prims because:
- You can reorient the bounding box of the sculpty simply by re-setting the Axes (Press F9, Center New).
- Realtime-esque Cloth-draping, and select whichever frame of the simulation you want to use, then 1-click export using the (also) open-source Blender sculpty conversion scripts by Domino! (See the 5-minute tutorial here.)
- Blender’s OOP-ness makes it easy to automagically turn things into other things (literally!), as well as to rewire things from a “holistic Matrix-sort of backend view”, and its non-linear layers make it fun to have a variety of sculpts (especially simulation-based cloth-sculpts) in the same file, without the scene getting grotesquely messy. It’s also an interesting way to get organized.
- Using a lattice modifier to sculpt is awesome!
- Blender is not only free, but also open source!
- If you’ve got that crazy idea weighing you down, you can go right into it and mod it from code!
- Also, I’m of the belief that traditional modes of software licenses will soon become extinct… While it used to be that o/s software often died out after their lead gets corp-cannibalized, it seems the exact opposite nowadays. Migrating to open source now is, interestingly, an investment for the future — both in funds saved and time saved.