I think as it stands sculptris is what it is, a fantastic sculpting app. modeling? perhaps my workflow would help, use blender or wings 3d, create a cube, tessalate, export to obj, yadda yadda, then, adjust it using the grab tool with sculptris with beautify off, I have had resonable results this way.
True, but it would be much simpler for us as modelers to develop organic and non-organic shapes in one program than two. Not to be picky, or anything, but it would extend the capabilities of Sculptris by far.
Anyway...there you have it... a dumb sloppy spaceship.
Taron - Would you please do a quick video on how you got the various non-organic looking edges, surfaces and shapes in this great little sketch? I have been struggling to get sharp, smooth edges and shapes like this and can't figure it out. I think it would help all those of us watching this thread!
OH dear, I'd be embarressed to show that process, haha, but I'll do it, sure, why not.
Anyway, I'd keep my feet still on trying to make a Zbrush beater. Instead I'd continue to flesh out the perfect subliment, really. Sculptris brings something very unique to the table that should find greater and greater optimization so that it can be perfectly integrated into a zbrush workflow, for example. It takes away a great amount of headache for Tomas (DrPetter) in many regards. Not to mention that he emotionally needs a sense of freedom, as this is a fun-love-child of his. If you asked me, I'd want him to first do plenty of sculptures with it himself to finally reap the benefits from his fantastic labor, you know. I'm sure we can warm him up to do a few things for solid modeling type of things. I'd love some better mask-modeling behaviors, supporting reliable edges as one extrudes out of a mask. I somehow believe there should be a way to make fairly "ease" boolean type of operations, more like fitting stuff, rather than cutting stuff. But yeah... let him warm up and fall in love with it again. I'm somehow sure he will!
taron - It's true, Dr. Petter considers this more of a toy than a professional project, right? Even so, How would we go about making a perfectly flat side in say, a weapon? The model you just made is really cool, can't argue that, but the design itself is all futuristic curves: no simple planes anywhere, which is what I'm trying to get at.
I would love a plug-in (probably fan made, given drpetter's current design focus) that allows for the easy use and merging of primitives, along with simple scaling and extrude abilities (like in Blender).
Well, you can use flatten with the lock option to get a flat plane, which you have to prepare a tiny bit... let me see, if I can make a tiny example, but no... just forget it, will ya'! ;D It's really not made for this sort of stuff... ...and what on earth do you want with weapons anyway!