For all you who have been asking for the ability to go back and forth from paint and sculpt, I think I just figured out, conceptually, how to get it to work with dynamic tesselation (posted about it in beta forum). So it might happen yet, will see what DrPetter has to say when he gets back
Last Edit: Jun 3, 2010 19:55:36 GMT 1 by polyhertz
An absolutely brilliant sculpting application! Well done!
As a big feature suggestion I suggest some function(s)/tool to convert to quads/edge loops - maybe by drawing some spline to show the edge loop flow/direction (typically following muscle structure). Or even a better feature would be to model with them instead of tri's as a start-up option.
A very large part of sculpt modelling is done for games etc - which need animation, and while one can animate tri's, it's not preferred. Specially to accurately animate the awesome facial detail one can produce with this. So supporting edge-loops would make the awesome sculpts being made with this tool even more valuable.
Having this ability would make this tool a God-send for modellers/animators
No other request here except for additional performance optimization. Since Dr. Petter envisions a sculpting program that lets users sculpt without worrying about the polygon count. I just want more sculpting freedom and that can only be achieved by having Sculptris handle huge amounts of polygons/triangles.
impi: So you want retopologize functionality and quad-tesselation?
Retopology isnt going to happen, as its part of the list of things DrPetter has said he doesnt want to mess with I believe.
Quad-tesselation though was actually brought up by the tests while in beta, but the response was along the lines of 'how would that even work?'. Tris are easy, but quad tesselation would be much harder to figure out. This is a conceptual issue (Making the cuts never result in tris or n-gons when tesselating), but if anyone has a good idea how to go about it Im sure DrPetter would be interested in hearing what you have to say.
thehand: I'm fully with you on that. For Sculptris 2.0 the main thing I want is a 4x or more increase in performance, so can work comfortably at up to 2mil at the very least.
veto: You CAN work in quads (jusr import a quad mesh and turn off 'detail'), and you CAN turn off dynamic tesselation (hotkey toggle: "Q"). And for 'exporting the normals', are you referring to baking? Just use xnormal, its free too and simple to use.
Sculpting layers are not possible with Sculptris Dynamic Tesselation, because they rely on topological information remaining constant. Undos...I actually asked about setting undo amount in the beta forum before release, but afaik it wasn't implemented for v1.
One more feature That would have saved me some time just now: A "Hyper Mode" for the reduce brush that would decimate the mesh, HARDCORE.
The scenario I just ran into:
I was sculpting starting from a low res, humanoid base mesh I imported. This low res model had all fingers and toes, which I didn't need or want for this particular sculpt. I managed to eventually reduce them out of existence and resculpt the foot into a boot, but it took me several iterations of reducing, smoothing, reducing, inflating, reducing, etc.
Hyper Reduce would work like Reduce does now, only 100x more intensity.
This would allow the user to effectively delete parts of a mesh that were uneeded, quickly.
Yea thats one of the more commonly requested features, just worded differently. Most people want a way to delete masked geometry, so you would mask the area you wanted removed either via brush or marquee (not in v1), and press a key to delete it and have the remaining open edges capped and triangulated.
Would that work for your purposes? I want to try and keep away from doubling up on suggestions in the main list.
Yes, that actually is what I want, but I was trying to frame my request in terms of how I figured it might work within the confines of the app.
Also, since the Reduce Brush is already there, adding a "HYPER" radio button to increase the reduction effect seemed like it might be an easy feature to implement.
I'll say it again: Man, I love this app. Been using it on my lunch hours, and I have never had so much carefree fun sculpting. The brushes all just feel "right." to me. The Clay Draw, smooth, flatten, and crease are all wonderful.
Not only will I continue to use Sculptris for my recreational sculpting, but I foresee fitting this into my production pipeline as well.
Sculptris is such an amazing little tool that it seems somewhat churlish to ask for more. But people are ... therefore so will I:
1- As said before saving a camera position seems vital. 2- It'd be nice if you could save your final image at a specific (ie higher) resolution. (aside: actually when I save I only get the top-left quadrant but perhaps that should be for another thread.) 3- When texturing I find the colour selector a little awkward so it'd be nice to have more than two swatches available. Or you could make it so that you could pick colours off the background image as well as the model, then I could create my own background with my own palettes at the edge. 4- It'd also be nice if you could somehow do some sort of bump-mapping without shaders. But that's just being cheeky, isn't it?
But even "as is", Sculptris is beautiful thing and rare in the sense that it even works on my old thing. Infinite thanks.