had a go just for you yeah its sweet how you can just draw the topology brush straight over your displacement painted mesh, worked pretty smoothly once I adjusted the threshhold a little.. did a normal map test since I had the bits..
ignore the artifact on the lip I didnt bother fixing the mesh up properly
Doodlin' with the new toolset... first time I've tried actually modelling something entirely with the stylus.
About an hour and a half, no ref.
And yes, he's been horribly amputated. The mesh was an ultra-haxy one, hence why I didn't get any further than the torso. That entire subdivided thing is under 50,000 triangles anyway. Not bad!
The tools are fun though, I'm getting used to them... who needs Mudbox anyway!
hmmm, well, I don't really like it as much as Zbrush and I haven't gotten into the Mudbox beta yet. It is nice having all the regular modeling tools as well as sculpting though. The funny thing is my mom got me a Silo training DVD last Christmas, awesome!
first time I tried it I didn't get into it much, but do keep at it a little longer to make sure you've explored it properly.. I really like to paint with a shaped alpha brush.
I got sharp edges by smoothing either side of the crease, and a little pinching in places. the smudge tool is quite cool, for pushing in folds and creating definition.. I need to have another shot and try and make something serious
edit: mop that looks cool btw! hes almost there if you zombify him to account for the stumps
I'm trying to model a female head, which I'm finding bloody hard. Not because of silo, but because its my second ever female head (and the first one was *really crap) .
Ignore the concrete neck its the weird square brush I like ot use
Haven't posted on here in a while, but don't know if anyone remembers me anyway. I used to be King-Vitaman.
Been waiting ages for the Silo 2.0 beta to come out, and now that it is I'm spending all my free time modeling again. Will probably post more. Anyway, image, bad base-mesh, I couldnt wait long enough to make a proper one, so I just loaded up this old hack to play with.
I just want to say that I like the way the brushes feel better than Zbrush, and it seems more consistent. Alot faster too to be able to press custom hotkeys for anything than to have to go scroll through menus looking for the right tool. I got it when it was still $109 but its well worth the $159. Even in this rather buggy beta stage, I find it more useable than Zbrush. Haven't used Mudbox yet though, so I can't compare it to that.
Thanks MoP, and good to know someone remembers. I've been lurking for a little while lately too.
Tweaked some shapes, especially the mouth. Not very noticeable changes, but I wanted to fix some things I noticed were wrong. Done with this guy, ready to move on to something a bit more serious I think.
Very similar to 1.42 for the modeling side of things, which very good IMO. I moved to Silo 1.42 from Max and it improved my workflow alot. Very easy to customize, nearly any command can be bound to nearly any key. Mouse is very customizable, with 5 button support in 2.0. Some really great time-savers such as "Tweak" which allows you to move geometry without actually selecting it, by holding down "Control" to imply selection, if that makes any sense, anyway it makes modeling really fast and intuitive.
There is a new UV Unwrap function that works very similar to Pelting, select the edges you want to be cut, click unwrap, and it seems to do a very good job of evenly spacing everything and unwrapping it. (Edit. It evenly spaces out all of the vertices of the map, but currently all of the seperate objects simply get dropped on top of each other. This will probably be changed in the future to be better, at least to keep them from overlapping, but its not hard to work-around anyway) I haven't worked with it much yet since I've been mostly lost in the Sculpting tools, but it seems to be a very good unwrapper.
Sculpting workflow is very similar to Zbrush, Push/Pull, Smooth, Move, Pinch/Inflate, Smudge, and Flatten, which I believe is a Tool borrowed from Mudbox, and absent from Zbrush. It realigns all effected faces to be similarly oriented. The biggest advantage I think it has over Zbrush, however, is that if you are sculpting on something and decide your mesh isnt quite right, you need a few extra loops here, or you want to have an extra set of arms protruding from the characters stomach, or whatever. Rather than having to scratch all of your hours of work sculpting and go back into the original modeling program, then reimport and start over. In Silo you can simply go to a more basic sub-d level, deactivate sculpt mode, and make the necessary changes. Any faces that were directly effected by the changes (the ones that are cut, extruded, retopologized etc) lose their details, but that is probably a loss of minutes rather than hours.
There are some Videos available on the Nevercenter website that show some of the polygon modeling workflow and tools of 1.42, and there is a Video of the new features on there as well.
Sorry for being such a Silo fanboy, but I've been hooked on it since the first hour that I started using 1.42 several months ago even before I knew about the implementation of sculpting. There is a demo version of 1.42 available on the website if anyone is interested to see what the modeling workflow is like, 2.0 is very similar except for the added features such as unwrapping and displacement. Most of the modeling tools are intact and improved.
This is a little more than a doodle, couple hours this evening for this guy. I plan to take him a bit further, and I have a good base this time around so it might actually be useable. Crits appreciated, but its still alot of for fun/learning tools time. I'm gonna add some more details in (wrinkles especially, what fun is an old man with no wrinkles), and then subdivide it another level when I get more RAM.
Well, i was pretty lucky because i had exported the different parts into Maya to clean them (since it's pretty hard to localize geometry issues into Silo).
I managed to recompose the scene with all those obj and an older auto-save.
I guess it's what people call a beta
Replies
ignore the artifact on the lip I didnt bother fixing the mesh up properly
topology brush rules!
About an hour and a half, no ref.
And yes, he's been horribly amputated. The mesh was an ultra-haxy one, hence why I didn't get any further than the torso. That entire subdivided thing is under 50,000 triangles anyway. Not bad!
The tools are fun though, I'm getting used to them... who needs Mudbox anyway!
Here's what I did, I need to figure out the topology brush so I can build a better meshflow and sculpt some more
I got sharp edges by smoothing either side of the crease, and a little pinching in places. the smudge tool is quite cool, for pushing in folds and creating definition.. I need to have another shot and try and make something serious
edit: mop that looks cool btw! hes almost there if you zombify him to account for the stumps
What awesome in this soft?
I'm trying to model a female head, which I'm finding bloody hard. Not because of silo, but because its my second ever female head (and the first one was *really crap) .
Ignore the concrete neck its the weird square brush I like ot use
any soul wants to share a key for me to use the beta.?
Been waiting ages for the Silo 2.0 beta to come out, and now that it is I'm spending all my free time modeling again. Will probably post more. Anyway, image, bad base-mesh, I couldnt wait long enough to make a proper one, so I just loaded up this old hack to play with.
I just want to say that I like the way the brushes feel better than Zbrush, and it seems more consistent. Alot faster too to be able to press custom hotkeys for anything than to have to go scroll through menus looking for the right tool. I got it when it was still $109 but its well worth the $159. Even in this rather buggy beta stage, I find it more useable than Zbrush. Haven't used Mudbox yet though, so I can't compare it to that.
Nice one rooster too, she's shaping up nicely.
Tweaked some shapes, especially the mouth. Not very noticeable changes, but I wanted to fix some things I noticed were wrong. Done with this guy, ready to move on to something a bit more serious I think.
I've been working on this one for few hours now, time to start something else
There is a new UV Unwrap function that works very similar to Pelting, select the edges you want to be cut, click unwrap, and it seems to do a very good job of evenly spacing everything and unwrapping it. (Edit. It evenly spaces out all of the vertices of the map, but currently all of the seperate objects simply get dropped on top of each other. This will probably be changed in the future to be better, at least to keep them from overlapping, but its not hard to work-around anyway) I haven't worked with it much yet since I've been mostly lost in the Sculpting tools, but it seems to be a very good unwrapper.
Sculpting workflow is very similar to Zbrush, Push/Pull, Smooth, Move, Pinch/Inflate, Smudge, and Flatten, which I believe is a Tool borrowed from Mudbox, and absent from Zbrush. It realigns all effected faces to be similarly oriented. The biggest advantage I think it has over Zbrush, however, is that if you are sculpting on something and decide your mesh isnt quite right, you need a few extra loops here, or you want to have an extra set of arms protruding from the characters stomach, or whatever. Rather than having to scratch all of your hours of work sculpting and go back into the original modeling program, then reimport and start over. In Silo you can simply go to a more basic sub-d level, deactivate sculpt mode, and make the necessary changes. Any faces that were directly effected by the changes (the ones that are cut, extruded, retopologized etc) lose their details, but that is probably a loss of minutes rather than hours.
There are some Videos available on the Nevercenter website that show some of the polygon modeling workflow and tools of 1.42, and there is a Video of the new features on there as well.
Sorry for being such a Silo fanboy, but I've been hooked on it since the first hour that I started using 1.42 several months ago even before I knew about the implementation of sculpting. There is a demo version of 1.42 available on the website if anyone is interested to see what the modeling workflow is like, 2.0 is very similar except for the added features such as unwrapping and displacement. Most of the modeling tools are intact and improved.
Anyone else got anything new?
Saved from an horrible death by "corrupted .sib file"
I only spent half an hour on it cos it deserves no more than that. And no... i don't have any problem with ladies
thats hawt!
I managed to recompose the scene with all those obj and an older auto-save.
I guess it's what people call a beta
My first displacement model.
monster vagina ftw
I'm still having a lot of fun with silo beta, but would like to know: am i alone to have nevecenter site and forums down for days and days now?
This last one was designed and recronstructed in silo, then detailed in mudbox and rendered in modo.