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Re: Sculptris
[Re: Superku]
#330377
06/27/10 10:50
06/27/10 10:50
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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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It's just a sketch... to find a good finish. After the completition, i'll do the retopo with blender in a low-res version. With the high res i'll create the normalmap. It's a long way to finish this modelling project. I also wanna texture, rig, animate, and render this character It's a big fun to cupt with sculptris. Can't wait the tesselation-modelling tool in blender -> now in a alpha or betha version. Cause in blender you could also use sublevels....
Last edited by maslone1; 06/27/10 10:51.
A8c, Blender, FlStudio, Unity3d
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Re: Sculptris
[Re: nuclear_winter]
#330410
06/27/10 13:09
06/27/10 13:09
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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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Hey nuclear_winter!
Your work is also great. Just some little details you have to resculpt (Mouth-area, ear-position) I realy like the hair you've sculpted!
A8c, Blender, FlStudio, Unity3d
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Re: Sculptris
[Re: maslone1]
#330417
06/27/10 13:34
06/27/10 13:34
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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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My biggest mesh was about 700T, and I had no problems, but very strong slowdowns! I still use Blender 2.49b on windows xp and a quite old system, Pentium 4, 1Gb RAM, Ati X300. Did you save former versions? Then you could test which one still imports. I didn't use the paint tool and imported it into Blender jet.
Nice results so far.
In case you need to correct proportions now or later, I found the grab tool very handy to adjust the overall shape.
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Re: Sculptris
[Re: Pappenheimer]
#330453
06/27/10 18:28
06/27/10 18:28
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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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Well, my model just have 349,602 triangles. I think at the end it will be about max. 600,000. The very high details will be done via bumpmap-painting. To keep the trianglecount low, i use the detail-button, and the reduzebrush.
Could you show your 700T modell please?
cheers Masl
A8c, Blender, FlStudio, Unity3d
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Re: Sculptris
[Re: Pappenheimer]
#330469
06/27/10 19:39
06/27/10 19:39
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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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no, i know that the "T" stands for thousand -> 700,000 thousand triangles SO the 700,000 triangles slowdown your old pc system... my system is also old (2004). 3,4ghz singlecore, 1024ram, ati radeon??? i don't know anymore . But my pc calculates the 500,000 triangles without any problems. My notebook, is the slow system. about 100,000 triangles, and a can stop sculpting. With 1 frame per 10 seconds it took all the fun you have with sulptris....
Last edited by maslone1; 06/27/10 19:41.
A8c, Blender, FlStudio, Unity3d
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Re: Sculptris
[Re: Pappenheimer]
#330545
06/28/10 11:07
06/28/10 11:07
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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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I agree! I have the same "problem". But it only slow-down my system during i change into the edit-mode, or if i select my model. Without selecting or changing into edit-mode it runs perfect. Keep in mind -> you can also sculpt in blender without selecting the object. So the framerate keeps the green area. I am afraid my laptop isn't able to edit my streetpolice-model. I think a systemcrash will follow soon.....
A8c, Blender, FlStudio, Unity3d
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