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Re: Sculptris
[Re: JibbSmart]
#326638
06/01/10 23:31
06/01/10 23:31
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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You're too kind I didn't actually have any idea what he'd look like when I started. I just fiddled about, smoothing out mistakes, until I had something that looked human enough. Okay, you know better than the observers what you think while doing it, to me it looks as if you have most of the time no doubt what to do next. Maybe, its because of the speed as well. It'd take me much longer if I had some sort of goal or concept art that I was trying to emulate. Sure, but that's normal, because its an additional constraint. In this version, one can load a background picture as well. I will try that, when I get more time. BTW, I tried to reduce the polycount in blender and got quite nice results. It was quite near to a retopology try that I did before. It is the modifier 'decimate'. Deleting one half of the mesh helps to keep the line in the middle and assures that you finally still have a symmetrical result. Just double and mirror the half afterwards.
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Re: Sculptris
[Re: Pappenheimer]
#326640
06/01/10 23:41
06/01/10 23:41
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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BTW, I tried to reduce the polycount in blender and got quite nice results. It was quite near to a retopology try that I did before.
It is the modifier 'decimate'. Deleting one half of the mesh helps to keep the line in the middle and assures that you finally still have a symmetrical result. Just double and mirror the half afterwards. Groovy. I've been meaning to use one of these sculpts for the normals/AO/base-model for some in-engine stuff, but the procrastinator in me doesn't want to retopo. But if the decimate modifier does well enough I'll be stoked! Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Sculptris
[Re: PietroNifosi]
#326985
06/03/10 22:33
06/03/10 22:33
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Not quite. The key thing here is that Sculptris can add in more polygons automatically when necessary. So in ZBrush if you just start with a sphere, you could run into trouble when you try to extend limbs and the like (although they might have features that accommodate for that). Sculptris handles situations like this automatically and beautifully.
Although all in all its feature-set is very limited, I love Sculptris.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Sculptris
[Re: Why_Do_I_Die]
#327093
06/04/10 15:17
06/04/10 15:17
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Absolutely, but AFAIK once you've started sculpting details you can't go back to the ZSpheres. Though I wouldn't really care if I'm wrong, since Sculptris is free Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Sculptris
[Re: JibbSmart]
#327148
06/04/10 20:01
06/04/10 20:01
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Joined: Jul 2007
Posts: 424 EUROPE
maslone1
Senior Member
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Senior Member
Joined: Jul 2007
Posts: 424
EUROPE
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handy tool. i tested it and did a first freestyle model: http://www.youtube.com/watch?v=nSQ7k5X4-Mwsculpting-time it tooked: about 16 minutes About sculpting details: don't forget, you can sculpt the basic in the sculpt mode, and some nice details with using the draw-mode. In the draw-mode you find "draw bump-map". That's very handy, very cool, and you can delete, chage it whenever u want.
Last edited by maslone1; 06/05/10 08:58.
A8c, Blender, FlStudio, Unity3d
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Re: Sculptris
[Re: maslone1]
#327279
06/05/10 16:49
06/05/10 16:49
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Joined: Jul 2007
Posts: 424 EUROPE
maslone1
Senior Member
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Senior Member
Joined: Jul 2007
Posts: 424
EUROPE
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.... an another sculpt: cgforum
Last edited by maslone1; 06/05/10 16:50.
A8c, Blender, FlStudio, Unity3d
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