Hi all
prototyping is relatively easy, is a matter of few days or even weeks, but deploying the full idea in a finished enviroment is the hard part, developers have the 80-20 principle that says:
-you will make the first 80% of your code in the 20% of the time and will spend the remaining 80% of the time in the last 20% of your code
Though still there’s a lot of road to be walk to finish the unlimit clay implementation, i’m progressing slow but steady
and the good news today is that I’m gonna explain you what is the true power of Unlimited Clay
The most visible feature is that it allows you to sculpt with dynamic detail, so you will lose the fear to run out of polygons while sculpting and that’s what my previous prototypes have shown but Unlimited Clay is really the coombination of Edit mode with Sculpt mode, what does it mean? well, when you apply an unlimited clay modifier to an object then you have virtually access to every editmesh tool in sculpt mode , I mean , you could “sculpt” editmesh tools, what you have seeing so far is sculpting “subdivisions” but more tools could be easily added in the future if aviable in edit mode, like reduce, smoothing-relaxation, etc. there’s no limit on what could be born from the combination of both modes in unlimited clay
I’m focusing rigth now only on subdivissions to keep complexity in a managed way, rigth now I’m just kill an elusive memory bugs (the worst) and I’m starting to get sculpting directly in editMesh structure, the cornerstone of the whole algorithm
and the most difficult step of the new design of Unlimited Clay
Cheers Farsthary

