Hi, I built something with grasshopper and love it but the next step for me seemed to require moving the project to a sculpting software. I did this and have mudbox from autodesk so I used that to sculpt the model a bit and it’s pretty good but also I am concerned because the smooth curvature of most zones is now lost and the result really looks hand sculpted which is not what I want…
My question for you: Is there a way to get the results I am after or do some kind of “pseudo” sculpting with grasshopper or rhino. If so, I am willing to go down a rabbit hole and learn what it will take.
Here is the image of my model in rhino before I export:
As you can see, the sculpting operations alter quite a bit of the texture and I understand there may be an optimization for how I am using the sculpting software itself but I would be remiss to not ask about solutions here. Thank you for your time.
Dear @micron
for me it is not 100% clear what you re after - looking at the mudbox Screenshot ?
Some kind of softening the edge - i can see this.
But what happens to the bottom ?
I think you should target to get your final shape in SubD.
(1) Either start with SubD from the beginning ( _revolve can generate SubD s)
(2) use Quadremesh on the Rhino-Data or the Mudbox output
(3) or even use (V8,WIP) Shrinkwrap - Quadremesh - toSub …
would be helpful to have a .3dm file with the initial Rhino-Geometry and the Mudbox-Result.
Big portion for 3D sculpting tools like (Zbrush, Mudbox- & Substance painter) is that they don’t output only meshes, but also Normal Maps than can define further details with displacement. this can be a problem for you if you rely on them for pure sculpting. there is a sculpting tool that @mrhe from our community is experimenting with.
Thanks for mentioning my plug-in @tay.othman! @micron, what kind of effect are you after? Maybe I could help with getting you there without leaving Rhino.