Hello! Rather than spam the showcase thread I guess I'll post the stuff I'm working on here. First was the head (already posted there..), which I think Sculptris is perfect for; a stylized character does not require lots of subdivision, etc.
At the moment I am messing with this giger-esque xenomorph creature, which is a lot of fun but at the same time mildly exhasperating, as I'm having to decimate the model in Meshlab whenever it gets above a certain mark - performance issues.
Oddly, I haven't decimated in a while but have instead been closing and reopening Sculptris; it works fine for a while before the brush strokes get choppy. On the right is my "working material," left is just for fun.
I'll try to update this thread as I do more!
In a sense, the way Sculptris requires the user to limit subdivision and use the high poly count resourcefully, I feel the program helps build good sculpting habits - blocking out the main forms, then slowly adding detail, making sure everything is in good proportion before digging in. Of course, the grab tool is utterly magical in comparison to other programs on highly subdivided regions, but it seems effective in building this habit of thoughtfulness nonetheless.
Guess I might as well post what I've been working on...
Was originally two separate sculpts that I eventually pieced together tonight. The basemeshes are on the lower right; body was incredibly lazy, but reinforces Sculptris' badassitude. Fingers were just pulled out, they are goopy and froglike but I was just happy to extrude them. Not going to try and draw out the skeletal metatarsals until I'm sure I can reshape the fingers the way I want, though I'm pretty confident in Sculptris' ability to handle them. (haha, sorry)
Pants basemesh was a fun little test of Blender's meta-object feature, which is not really new but I'd never tried it before. Basically just made some pants with metaballs (though I only needed to make one side), triangulated and did a uniform vertex weld to even out the face density. What I mean is I merged verts within a certain distance of each other, like 0.1 or something. Older screenshot, but as you can see, the resultant topology is quite even and certainly usable in Sculptris.
Oh, and I'm still working on the anatomy, but the character is a burnt zombie type sorcerer from a lovely older CRPG; I plan to try and melt his flesh up once bump painting is released, and eventually bake this character down to modern game specifications. Personal pet project, but I want to remake all the characters from Torment, and more.