Been working a bit on trying to sculpt a human-like head :
The face count was over 133000, giving my system some problem to continue sculpting smoothly as it was beginning to lag when i was zooming on some parts (and it began to crash a bit too often) :
I opened it in Blender, and apparently, the white dot in the center of the chin was a lot of relatively close vertices that were leading in "non manifold" problem , preventing the use of the decimate function to reduce facecount (could it be related to the crashing ?). After merging into 1 vertices all the small non manifold faces Blender was detecting, i decimated the sculpture model to around 40000 faces , then just pressing the Sculptris smooth brush on the sculpture re-arranged them automatically :
This program is amazing. I've been programming for 11 years in my own time and I've been trying to learn 3d modelling and such so that I can get some artwork into my projects. I've used Blender, ZBrush and Mudbox which all amazed me with their sculpting tools.. Sculptris has what was missing from all those programs.
I've already recommended to a few people to come and have a look at this program. It takes the understanding out of producing good quality models (although perhaps not directly suitable for real-time rendering).
I made a simple model in 30-40 minutes.. still needs a lot of work on it though.
Here's a goblin head I played with to see about adding new areas (the ears)
First thing I did in Sculptris, just playing and fiddling.
That's a cute character. Very cartoony. It's funny how he looks happy in the left shot and shocked in the right one - I'm guessing it's the lighting playing a trick, not showing all parts of his mouth.
Too bad about the export issues. Hopefully I'll be able to sort that out within the next few weeks.
The new version will have a completely new (and simpler) material system, where you can use any image of a smooth sphere as the material/light definition. I might still allow normal 3D light rigs, but the sphere setup should be fine for most things, including reflective surfaces like chrome and paint. Check out new screenshots to get glimpses of this.
Simple frog like deity model created in Sculptris, I exported the model as an obj file. Then imported the model into 3DCoat. Next added the simple stand plus put a shader on both the frog like deity and stand. Even at this stage of development,Sculptris is great for concept creation...
i tested with lowering a bit the detail bar and disabling the corner_tesselate in the config.txt to see if i could sculpt for long without the face count going too high and starting to make the program lagging for my system.
And it seems to work, as after a long time that usually ended in a 130000+ faces, i am currently at +/- 86000 faces in this work in progress :
Hmm, now that i look at this screenshot of the random head i am building, it begins to remind me of , completely unintended .... Mr Clean lol en.wikipedia.org/wiki/Mr._Clean
The sculpting is completed in Sculptris. The program is starting to lag alittle, so I will finish in 3dcoat. Anatomy correction more detail etc... DrPeter, It is very easy to get concept ideas with the ease of pulling out areas from the sphere. The program is fast until you start putting in higher details. I do hope you continue to develop this program as it is quite fun to use... Quick shader and render in 3dcoat, no work done on the obj model in 3dcoat.
Alright, here's my first quick test of it. It gets real slow with any complexity, but I just live the roque nature of it!
I think it has tremendous potential as a platform to evolve a clever little contender. Currently it really is in the best of ways a fun sculpting toy, naturally. And, honestly, I will be very happy to know that I can encourage and motivate you to make this a rippin' 3d app. Specialize and don't let yourself get dragged around and you can go at it relaxed and focused. Only few things will already take it to the next level:
Quad based or projection on a quad mesh as either displacement map generation or reverse to convert it into quads by means of creating quad based geometry under the volume of the current mesh....well, heck, I hope you already know what I mean.
Speed is naturally another thing. Trick Nr.1 is to hide geometry! You may use mask to pick what to hide.