sometimes in my development cycles I enter in dark moods, I get trapped in closed circles and feel I don’t have the necessary skills to make the jump.
The Unlimited Clay as a PROTOTYPE is nearly done, what it miss are a better relaxation/subdivission to get cleaner polygons and not stretched ones, and few other tweaks like making the actual radius larger than the visible one to get proper details at brush edge …. but those are minor issues compared with my current main task … transform the prototype into a production ready tool, it means that it have to work fluently with high polycounts at speed in the order of the sculpt stroke tool: improve the speed of the realtime unlimited clay.
But the current solution is reaching its limit, the main problem is that the base Blender mesh system is STATIC everywhere I look, is very difficult and slow in high polycounts to add new elements.
I hope in the future that BMesh will target also dynamic meshes, because although Blender could handle higher polycounts than Sculptris, in therms of adding new elemts to a highly subdivided mesh it slow down to crawl 😦
I will start exploring new path like the Modifier way … but there’s to much I still don’t know about how modifiers work and I’m reaching the point where I need external help.
I want to thanks Nicholas Bishop for his advices.
Hope soon I could come back with good news.
PS: And because all bad things come together, this saturday my PSU got burn!!! the heat in my room was awfull at noon, and luckily I have my PC case open so I could react very fast and avoid further damage to the rest of the components 😛