Homunculus – profile tool

October 10, 2015 § Leave a comment



Pillow profile tool in action: the bodies were created by drawing a contour. The tubes were also created in a single take, no sculpting involved.



October 10, 2015 § Leave a comment

Imported some objects from an older project. In time it will be possible to create these directly in Neobarok.

Clay (fast)

August 16, 2015 § Leave a comment

Fast GPU deformations on Clay (full-HD, real-time capture).
Object size: 3 million points
GPU: nVidia GTX 960

Bevel, Array, symmetry

August 16, 2015 § Leave a comment

Testing Bevel (left) against Scale Extrude (right) applied on all patches of a mesh.

bullet array

Arrays are now fully integrated in the workflow (complete editing and load/save).
Bullet sculpted as a Revoluton.

sym test symmetry

Symmetry is now implemented for sculpting meshes: 6-Rotation (up) and Mirror (down) – these are the same symmetries that were already functional for assembling objects.

Array loops, multiplicity

June 24, 2015 § Leave a comment

Object Arrays at work in Neobarok :

– items are automatically placed along the path in an uniform manner (even if the path is closed)
– the path can be sculpted – items are added or removed automatically to fit the deformed path
– the items are assemblies of objects – they can be sculpted, and objects can be added in their hierarchy

Neobarok can now fit any multiplicity along an Object Array loop.
Here is an example of a chain loop handled correctly, despite the 90 degree rotation of odd items (multiplicity=2).

Object Arrays

June 20, 2015 § Leave a comment


arrays of objects

Element Arrays

June 15, 2015 § Leave a comment

Simple arrays of elements (useful for creating chains, spines etc.). Items are automatically added or removed to maintain an even spacing.

Where Am I?

You are currently browsing the Sculpt category at neobarok.