Homunculus – profile tool

October 10, 2015 § Leave a comment

homunculus

homunculus

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.

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Knots

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

array1

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.

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