© 2009 Braid Art Labs LLPhttp://www.braid.com

Workflow

Simple geometric primitives are freely arranged and edited in GroBoto.


GroBoto automatically resolves the entire model — or any portion of it you desire — into a single ‘Shell’ Mesh.


Mesh Creation &  Export

GroBoto ideally positions vertices and quads along all intersection seams. Those quads combine with the optimal quad grids of the primitives creating a mesh that responds beautifully to subdivision and sculpting.


Mesh density is settable. With detailed models like this example, a moderately high density is appropriate to insure fidelity. Lower density works well with simpler forms.


OBJ grouping based on patches, surfaces, primitives, and seams facilitates sculpting, editing and masking.  The need for ultra low density meshes is supplanted by these feature-based groups.


Photoshop, Final Cut, Motion, After Effects, ZBrush (including ZBrush ‘Z’ logo), Cinema 4D, Bryce, Maya, 3DS Max, Vue, Carrara, Lightwave are Trademarks and/or Registered Trademarks of their respective companies and/or publishers.

version3_mesh.html
version3_mesh_3.html

More V3 Stuff

styles.html
version3_mesh_3.html

More V3 Stuff

10.25.09 Status

We had to step back a bit to rework a key component of mesh construction. First betas now look like they will go out in mid November.

09.16.09 Status

Patch Groups are now included in the OBJ export. They are a vital component for further editing — used for selecting, masking, etc. We have resolved some special case issues that were preventing some models from ‘meshing’. We still need to address cap meshes, and do a bit more mesh clean-up and organization.

08.28.09 Status

Complete meshes from complex models are now possible. We will release a beta at this stage (should be ready in late September), and continue to refine the mesh prior to v3 release.


Mesh flow will improve, reducing the frequency of irregular polygons. Radial ‘cap’ meshes will be replaced with quad grids providing more consistent quad sizes in those areas.


1.Original GroBoto Model    2.Shell Mesh created in GroBoto    3.GroBoto .OBJ imported into ZBrush    4.Some quick sculpting in ZBrush

Sample 1: skelOcopter (more on next page)version3_mesh_3.htmlversion3_mesh_3.htmlshapeimage_8_link_0

01.13.10 Update: this section is mostly outdated. Please use these links for current info & examples:

v3 Beta Documentation

ZBrush Thread (starting around page 8 of that thread)

CGSociety Threads (3 related threads - more links within each post)