A lot of expectations change between those two models of funding! I also wonder.how the "cool" factor is going to play out when something costs 600 bucks vs. They'll probably manage to make a detestable interface while their at it though! I'll be surprised to see a program with the functionality of sculptris AND zb in the next five years at the rate Pixologic works. He could have made it further on his own or with his own small team OR even just sold it for more in a year or so. Only problem is.didn't mudbox 1 have a similar adaptive style.but when it came to actually doing more flexible things with the model and changing resolution they had to abandon it? I'd much rather see that tech integrated with zb than mud - or at least continue development as a stand alone with support from pixologic. Glad pixologic got him instead of autodesk. Was hoping something like that would happen. We just have to pay some more money (except blender)Īwesome. But there are some other apps for this purpose already. Lets see how sculptris will handle all these 'free' moves.Īndrew, a multi-res surface sculpt room please, with nice tools, AO baking support etc. You can project geometry or alphas, can cut huge meshes (like real sculpture). But voxels let you feel more free as an artist. Any surface-sculpt app that can support multi-res meshes. 3DC to retopo to zbrush or mudbox or blender sculpt room etc etc. And this is the way to go (waiting for more powerful machines). A 100k quad mesh (after retopo) can be more crisp. Its a 3d grid so you need a more than 5-10M mesh to have some decent crispness. Lets talk about dynamic topology (sculptris) I copy Alberto Giacometti here, same answer for the same question, sorry for this. That doesn't mean they know how to go about making one. Just save them to the same Sculptris Materials folder and you can test them out.When I create a human head, my friends, who don't do art, know when it doesn't look right, becuase they know what a human looks like.Īnyone with eyes knows what a human should look like. Now you can start creating your own images that suit the lines that you're looking for. obj from whichever program that you created (if you aren't making your own head)įind the image that you just saved to the Materials folder The image that I created with the black circle was just a quick example with a mostly upper right hand light source for lines. Other than that, you can pretty much do what you want. The only thing that you need to think about are keeping the dimensions square. As long as it can output a jpg or png, you can create almost anything that you want as a material. That's where Photoshop, GIMP, MaCrea, or your favorite image manipulation program comes in. That means that you can add in your own to the folder (just as an FYI, you can only add so many before Sculptris starts having a problem, but I doubt that most will add enough to run into that issue). Now, if you were to go into the file folders under Sculptris, you would see that each of those materials are just images (.jpg or. Here's an example of what that last image with a few different materials applied would look like. Each of those materials will change how the model is displayed. If you were to open up Sculptris, click on the small sphere image underneath where it says "MATERIAL" at the top of the screen. I made a quick example of one as well as the results. Just add the created file to the Materials folder. Then create a white circle inside that will form the basis for the shadow and line weights. Create a large black circle that reaches the edges of the canvas. While size doesn't really matter all that much, 512x512 should be more than sufficient here. If you have Photoshop or GIMP, just create a basic file with square dimensions. You will just need to create your own image that represents the edge lines. It's just an image that Sculptris maps onto the model based on the angle. The other suggestions would work just as well.įor the material inside of Sculptris, that part is simple as well. I haven't been there in quite a long time so I couldn't say what's in there. You could check in the model sharing sticky just above. All of the same basic principles apply from illustration.Īs had already been answered, Sculptris doesn't come with too many models. As an illustrator, Sculptris would be the ideal tool to use for sculpting your own head which would bring a more full understanding of all of the forms.
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