Tip: How to sculpt with 4 million polygons on a laptop

With these tips, you should able to drastically increase your polygon-count limitation while sculpting.

1. Get Blender 2.5 Alpha, also go for the 64bit version if you have 3GB or more of RAM.  2.5 is simply a lot faster and refined than Blender 2.49.  The tools and interface is also much cleaner and more intuitive.  Also, a lot of work has gone into optimizing the sculpting feature in Blender 2.5.

2. Start with a base mesh, then apply the multires modifier.  Do not use a default cube and rely on the multires modifier to do *all* the sub-division.  It’s always better to start with a base mesh with a few thousand polygons, and use multires with a sub-division level of 2-5.

3. Turn off “Double Sided” in the Object Data panel.  This will significantly speed up the redraw.

4. Delete UV texture data and Vertex Color data *might* help speed things up, but I don’t really know for sure.

5. Turn on VBO in the Preference menu.  This will further speed up drawing speed.  (Thanks Gustav!) Okay apparently it doesn’t according to another commenter, since sculpt mode already uses VBO by default.

Blender car source file

What a learning experience!  I know the car is far from complete, it’s still missing a lot of the trimmings and details, but the model should be good enough for a quick animation.

So without further ado, here is the packed Blender file of the BMW.

335i

BMW 335i Coupe: A Blender sports car

It’s finally finished!  I cleaned up model quite a bit and is starting the animation process.  Meanwhile, here is the latest renderings.

The car is modeled and rendered entirely in Blender 2.5.  Render time is around 20 minutes at 3200×2400.

A few of you asked me how I setup the material/lighting/rendering options.  Without releasing the Blender file (yet), here is a screenshot that might help:

From left to right, you can see the world settings, world texture settings, car body material, and finally car body texture.

PS: Happy New Year!

Animating the beast

When I started working on a car model, I had no intention of animating it.  But after seeing Blender 2.5 being able to crank out gorgeous frames after frames at insanely high speed, it would be a waste not to at least attempt to make an animation out of the model.  Besides, this car model is probably not detailed enough for high resolution still images anyways.

Render Stats for the above screen capture:

~1.6million Faces
~10MB of texture
~3 light sources + 1 HDR EnvMap
~Ray traced reflection, refraction, and Approximate Ambient Occlusion
~500MB RAM use
~Intel Quad @ 3.0Ghz
720p resolution at 1 minute a frame. (5 minute a frame when 5x motion blur is enabled)

Edit:

No crazy DoF effect on this one…  I also found out that approximate ambient occlusion causes some artifact on the car body, mainly in how it treats subtle curved panels.  So I am going back to real AO.