
2x playback speed
Hey all. Started this over xmas break as an experiment and just kept poking at it.. The original question was how far I could get on top of open-source libraries -- there's a good number of them out there to build on. It's getting close to the point where I can actually use it to make stuff..!? I'm calling it Clayform.
What it is: a GPU based 3D sculpting tool built in Godot. So we get real-time viewport, post processing, modern material workflow, UI toolkit for free, then I've workshopped the brush engine & sculpting toolset for good feel (I come from zbrush). The ui/ux is a mix of maya + zbrush with opinionated brush-hotkey defaults. (alt + q,w,e,r,a,s,d,f)
First clip is just sculpting around to show the general feel. Second is the part I'm working on now: a setup for sculpting tileable textures, where the center tile repeats in a grid around it so you can see how well it's tiling as you go. I'm thinking I'll approach it sort of like how 3DCoat does, at the start you choose what mode you want the program to be in, then I can customize the UI to fit that space.
In now:
Planned:
Got the windows build process working and tested an installed build on my own machine. Still a fair bit to go, but figured I'd put up a post and keep updating it as I go. Happy to answer anything about how it works.
It's alive!

What do you guys think of the logo? The idea is a play on words of lifeform -- clayform.

Curious to hear about feature requests!
-AM
Replies
@gnoop Since you mentioned tiling textures, what you think of this tiling texture mode? bit simpler than setting it up in ZBrush?
@fallenskyzero this will work on Linux out of the box
@Neox I've got proper 3D camera here, undos on mesh + gizmo edits + masking edits. Curious where you think camera movements should live, it's own undo history track similar to maya?
@zetheros Won't have any tool managment issues here. I plan to design the sculptmesh palette more similar to maya, create, move, parent, export directly from it, etc
@iam717 can write shaders for use while sculpting, since it's in Godot.. lots of potential since it's in godot, can likely write a C# plugin API to extend the software.
@Vexod14 pretty sure I can support some version of retopo manually, I'd really like to be able to model the base subdivision level and just reproject that back to the higher without even needing to retopo, you'd just use your edited base mesh..
What would you guys put in your ideal modelling/sculpting workflow? Some room for procedrual rock mesh generation as a headstart? Pie in the sky ideas welcome.
Sculpting for me has always been making geometry that wouldn't be possible to do with texturing; so anything that is tiling or that can be procgen is textures/materials work. Tiling 3d geometry is very cool, but I don't see why I would use tiling geometry when I could use substance designer, entirely bypassing the need for sculpting. Maybe for architecture/environment props? But then I would use a trimsheet and modular assets
as for sculpting tiling textures, imo sculpting organic textures is way more efficient in ZBrush than Substance.. I find myself noodling with nodes way longer on something that I could just sculpt directly. Designer is great for hardsurface stuff, especially if you have heightmaps to bring in. My intention with this tiling sculpt mode is to sculpt -> preview it's tile-ability over large areas -> export for baking in marmoset.