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Re: Sculptris [Re: JibbSmart] #326638
06/01/10 23:31
06/01/10 23:31
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Originally Posted By: JulzMighty
You're too kind laugh 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.

Originally Posted By: JulzMighty
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.

Re: Sculptris [Re: Pappenheimer] #326640
06/01/10 23:41
06/01/10 23:41
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:
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!
Re: Sculptris [Re: JibbSmart] #326890
06/03/10 16:59
06/03/10 16:59
Joined: Dec 2009
Posts: 217
Italy
PietroNifosi Offline
Member
PietroNifosi  Offline
Member

Joined: Dec 2009
Posts: 217
Italy
Oh I didn't know about Sculptris, I've tested ZBRUSH in the past but I can see that they work more or less the same way.


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Re: Sculptris [Re: PietroNifosi] #326985
06/03/10 22:33
06/03/10 22:33
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
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!
Re: Sculptris [Re: PietroNifosi] #327009
06/04/10 05:22
06/04/10 05:22
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
Warned

Joined: May 2005
Posts: 819
U.S.
"you could run into trouble when you try to extend limbs and the like (although they might have features that accommodate for that)"
Well they have Zspheres , creating a base to work from using Zspheres is as easy as it gets.

Re: Sculptris [Re: Why_Do_I_Die] #327093
06/04/10 15:17
06/04/10 15:17
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
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 laugh

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Sculptris [Re: JibbSmart] #327148
06/04/10 20:01
06/04/10 20:01
Joined: Jul 2007
Posts: 424
EUROPE
maslone1 Offline
Senior Member
maslone1  Offline
Senior Member

Joined: Jul 2007
Posts: 424
EUROPE
handy tool.
i tested it and did a first freestyle model:

http://www.youtube.com/watch?v=nSQ7k5X4-Mw

sculpting-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
Re: Sculptris [Re: maslone1] #327279
06/05/10 16:49
06/05/10 16:49
Joined: Jul 2007
Posts: 424
EUROPE
maslone1 Offline
Senior Member
maslone1  Offline
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Joined: Jul 2007
Posts: 424
EUROPE
.... an another sculpt:

cgforum

Last edited by maslone1; 06/05/10 16:50.

A8c, Blender, FlStudio, Unity3d
Re: Sculptris [Re: JibbSmart] #329030
06/17/10 02:04
06/17/10 02:04
Joined: Jul 2004
Posts: 1,710
MMike Offline
Serious User
MMike  Offline
Serious User

Joined: Jul 2004
Posts: 1,710
when on symmetric mode, i dont like the line that you see in the "middle" ..

Re: Sculptris [Re: MMike] #329058
06/17/10 10:53
06/17/10 10:53
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Then disable it in the options panel.


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