Dragon is badass. Durian team shoudl use it in their movie. I agree on retopo - there is no good free retopo program that I know so I can't give u advice on that. I hate retopology - it's so not creative
Qwerty, i don't find blender bad for retopo, just it's painful that it cn't backface cull your new geometry or occlude it in wireframe... would make visability nicer....
I get to use all the poly modelling tools I use for everything and shrinkwrap or baked displacements transfer the details nicely....
I may do some custom scripts to "batch" a transfer faster... wouldn't be hard at all, but the baking in 2.5 is a bit broken! Durian guys have enough to do though! lol!
Thanks Geir, glad you like it! You can do your posing in sculptris, use the "move", "scale" and "rotate" brushes in "global mode".... works best when you paint masks (which is ok, but a little clunky in sculptris)
I'd do more in sculptris, but sculptris works fastest when symettrical (as essentially it's half the poly count with a "virtual" mirror... my laptop grinds to a halt
I use bones in blender because i have figured out a neat way too block volumes and use "bone heat" to get good deform results without any weight painting and it allows me to experiment fast....
I'm loving the google summer of code version of blender with massive improvement to the sculpting tools, it goes hand in glove with sculptris fro me....
here's a couple of blender sketches (from sphere)... the second would've been tricky to do in sculptris as I used a "rake mask" brush that would take a lot of geometry... too much for sculptris I think;
Mike, is there a way to paint normal maps in Blender on the model the way Sculptris does with bump painting? Or is the only option to sculpt and then bake the normals?
Currently you'd have to do it as you suggest. Thankfully the "sculpt summer of code" version is "butch" enough to give enough performance to actually do that and those improvements have just been commited to the "trunk" version of blender so should be available in the more mainstream next beta (which will probably be this week or next week)
Painting bump maps is an SOC target for another student who's improving the paint modes, but that project seems a little "lost in the woods" at the moment, so I'm not holding out a huge amount of hope right now.
I guess I'm stuck with bringing mesh into sculptris for normal painting then bringing it back to blender and baking normals to low poly mesh.
yep, but if you set the uvs in blender before exporting an obj for sculptris then you only need to save the maps out of sculptris when done and assign them to a material in blender... pretty straight forward workflow, and hey, painting in sculptris is it's own fun!
I wish it worked like that :-( For some reason when I bring in my UV Unwrapped mesh from blender no matter what obj options I choose, sculptris "stretches" various poly's. Basically certain poly's shoot out across the screen into infinity. If I bring the mesh in and go to sculpt first, everything is fine. I wish I could skip that step and paint directly on blenders UV's.