Silo 2.0 preview

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Silo 2.0 preview

Post by Shallow »

Damn it's quiet here this weekend.

Anyways, go have a look at this preview of Silo 2.0

Silo is a subdivision-based modeling program, and the next major update is going to have displacement painting, essentially making the program a cousin to the likes of ZBrush or Mudbox. The difference is that if you buy it today, Silo 1.4 will only cost you $109, and you'll get a free upgrade to 2.0 once it's out. (ZBrush is about $500, Mudbox's pricing is still unannounced AFAIK but people were expecting thousands of dollars last I heard) Nevercenter certainly knew how to get my cash off me ;)

Check out the head halfway down this page: http://www.silo3d.com/forum/showthread. ... 385&page=5

Silo 1.4 is already a really nice piece of software, I'm looking forward to seeing what 2.0 brings.
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

I installed the learning addition last night and was pretty much modelling a blob in no time, it takes a bit of getting used to after using Blender but as modelling apps go I felt comfortable with it.

I haven't done any further research but for game's modding one would need to know that it can export to various supported formats and such like - if it can't do that all is not lost but it'd be a good selling point if the Silo team can make a more concerted effort in regards to this than the half arsed attempts we get from the 'big boys'.

Learning addition c.4MB
junglist
Posts: 21
Joined: Thu Dec 18, 2003 8:00 am

Post by junglist »

According to the FAQ it exports to obj, 3ds, dxf, rib, and pov.

Does anyone care to explain "brush-based displacement painting" (reading from the press release)?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

junglist wrote:Does anyone care to explain "brush-based displacement painting" (reading from the press release)?
BTW, Brush = paint brush, not Q3 brush.

I think it means that it comes with a 3D paint brush like in zBrush, that lets you paint displacement maps directly onto the model in real-time.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

obsidian wrote:
junglist wrote:Does anyone care to explain "brush-based displacement painting" (reading from the press release)?
BTW, Brush = paint brush, not Q3 brush.

I think it means that it comes with a 3D paint brush like in zBrush, that lets you paint displacement maps directly onto the model in real-time.
Yes it does, deplacement pysically alters the nature of the mesh itself rather than being a render/virtual based 'effect'.

You need a powerful PC to do this level of modelling though, either that or your model has to be broken down into more manageble chunks (my sorry ass PC can't handle huge polycounts needed for full models, anything over 250k and I start to struggle.. poop).
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