3ds max 2010 at home and GMax at work (lunch break hour) for low-poly modeling. Sculptris, foregroundreference, photoshop for sculpting, painting and tweaking colours of the paint job. Then back to 3ds max 2010 for simple rigging (not much experience rigging yet), lighting, etc. Finally rendered in 3ds max with Mental Ray.
My main reason for using Sculptris, atm, is the adaptive resolution sculpting. I can get more with less, since not every part of the mesh needs the same LOD. Great for hacking out a quick concept piece. However, as with many people here, Sculptris is not my primary tool. My core workflow includes:
- Cinema 4D r11 Studio... Poly modeling, character rigging/animation, UV unwrapping, & texturing (mostly cleanup in BodyPaint) - ZBrush v3.5... My primary sculpting app. Also do some poly paint there - 3D-Coat v3.x.. Best choice for retopo, imo. - Photoshop CS5... Texturing - xNormal... Bulding my maps
And, yes, this is with Sculptris. I've taken Sculptris concepts into 3D-Coat for retopo, back into C4D for subtle mesh tweaks & UV, over to ZB for fine details, into Photoshop for texturing, and finally over to xNormal for me key maps.
Sounds like a complicated workflow, but its pretty no nonsense. Right tool for the right job.
Last Edit: Jul 6, 2010 17:27:25 GMT 1 by acrobatfly