Alright, after giving things a more serious spin I think I'm ready to propose my requests.
1. Poly performance boost. For what it is doing, Sculptris is already pretty quick, but past a certain point things clearly take a hit. The poly reductions help but alone it is not enough to handle what I consider a modest amount of fidelity.
2. Masking performance boost. Masking is just too slow. Right now the tool seems like it tries to power through everything, maybe following the brush spacing would help.
3. Additional Masking features. First one that comes to mind is a Lasso tool. What I would really love to see though is some sort of way to save a masking selection. This has soo many different applications.
(would also be nice if there was a way to isolate a specific object or mask.
4. Outliner. In other words a list can select and hide different objects you sculpt on in the scene. Additionally a potential place where you can manage Masking sets and potentially hide polys in a masking set. This is just my mock up:
5. Expanded Posing tools. Considering how free-form sculptris is, it can be relatively easy to loose control over the overall form and gesture. Because of this it's important that the user to have some easy tools to make corrections involving proportion, rotation, size, and placement. A lot of this is already in Sculptris, I'm just suggesting a more streamlined approach:
Click drag the pose tool out, click drag the appropriate manipulator to modify accordingly.
Of course it would also be nice if there was a way to make some sort of masking falloff. But if masking selections are in place it may not be as necessary yet.
6. Poseable symmetry. I understand that one might be incredibly difficult, not that any of this is easy, but it would be nice to at least be able to continue making mirrored marks after symmetry is turned off.
7. Pinch assisted crease brush.
Anyways keep up the outstanding work.
Last Edit: Jun 6, 2010 19:48:04 GMT 1 by crispy4004
1-2. Performance is a concern for many including myself in Sculptris. Its on the suggestions list, and hopefully will be addressed for future versions.
3. marquee/lasso masking/hiding was one of the last minute suggestions for Sculptris 1.0 that didn't make it. But it'll probably be the first one that goes in when development on 2.0 starts. Masking sets on the other hand I'm not sure about, seeing as the geometry is constantly changing it might not work that well.
4. Multi-mesh support was a last minute addition to 1.0, was only added about a week before release in fact. So yea, a scene manager is something that has been part of the 2.0 suggestions list sense day 1.
5. Sounds like you want it to mimic ZBrush transpose tools more or less...nothing wrong with that, but does anyone else want to chime in on how to best improve the grab/rotate/scale tools? Its probably best if we have a consensus on between ZBrush, Mudbox, and 3DCoat what tools for posing help the most and how together they can be improved upon first before declaring how it should be made to work in Sculptris.
6. With poseable/topological symmetry performance issues will need to be addressed first though cause right now Sculptris only renders half the model while using symmetry as an optimization cheat.
7. Crease already uses pinch. but crease might be getting replaced anyway (and its features moved to another brush), but that's up in the air like everything else till DrPetter gets back.
Last Edit: Jun 6, 2010 20:44:43 GMT 1 by polyhertz
Thanks for the reply. I definitely understand the nature of the way Sculptris works makes several of these ideas difficult to implement. I'm really hopeful though some form Masking Selection sets will happen. It's really a big thing for me as it will greatly help working on those difficult to reach sections without having to constantly repaint masks.
As far as posing tools go, Zbrush, Mudbox, and 3Dcoat all have the same basic idea. That said there are things about each that annoy me. --------------
In Zbrush the repositioning handles are difficult to grab. Zbrush also has the twist and move controls in the middle of the line which is unnecessarily far away from where your mouse is after drawing the line in. ' With Mudbox they opted for having as little visual GUI as possible which on the surface makes it seem more intuitive until you want to quickly jump between move, rotate, scale. Also their method of "weighting" is more of a camera projected cut which requires unnecessary repetitive weighting unless you build the skeleton in another app and import it in. Both of these issues make it far slower to use.
3Dcoat's pose line doesn't really follow the direction you drew meaning you have to reposition the end handles every time. Also the UI doesn't make any sense visually and switching between the different scale, rotate, and move takes way too many clicks making it the slowest to work with of the bunch.
So yeah, basically what I'm proposing is a cleaned up version of what Zbrush offers because I find it to be the quickest and most functional. It also would be nice to have something that actually makes Visual sense without compromising speed.
I think it's possible to have a visual representation for Rotate, Twist, Move, Scale, and Place Pivots on the screen together without requiring extreme mouse/pen gymnastics to grab what you need.
Last Edit: Jun 6, 2010 23:46:45 GMT 1 by crispy4004
Post by theferrymanhymn on Jun 9, 2010 17:06:19 GMT 1
First of all congrats with this tool you have created and share! I can't get over it. Been a while since I got so joyfully excited about anything. Second, I didnt read this whole thread and only started using Sculptris since this week. But here are some of my suggestions anyway:
-additional shape(s) to start with. Namely: a torus or anything with one or more holes in it.
-more symmetry modes. Like: rotational symmetry and multiple-fold symmetry axes.
-a "set max face count" thingie... like it could get all economic about spreading faces while you work.
Few ideas...some might not even fit the spirit of Sculptris. The proposed "pose tool" seems like a great idea to me too. ^_^ cheers
theferrymanhymn: You can replace the primitives with anything you want. Just replace default_plane.sc1 or default_sphere.sc1 in the data directory. Symmetry's one of the known weak points of Sculptris and has several entries in the main suggestion list for future versions. As for max face count, that's probably not a good idea, because then users would spend time in one area detailing something like a hand or a face just to zoom out and find a bunch of other details have been erased in the processes. Sculptris needs to be better optimized, that's the only real solution to the problem.
tungee: Proceedural textures...Not likely, would require too much new UI.
tungee: As it says under my user name, I am one of the Sculptris beta testers. That means that while in development I help to track bugs and suggest workflow improvements and new tools to be implemented prior to public release. Sculptris 1.01 that is currently available was only released after dozens of beta builds and most of its features came from testers like myself explaining their usefulness and possible methods of implementation to DrPetter. After release we help out in the community by sharing what we know and trying to help those that need assistance. The Admins of this board are also beta testers who asked to be given that responsability.
As for the sliders, I don't think you understand the basic design philosophy behind Sculptris. The idea is to make it a program with an absolute minimum amount of UI to be effective. To put it in perspective, Sculptris has 10 unique sliders in the entire program atm, and suggestions have been rejected because they require just ONE extra slider, 4-5 for a single feature will simply never happen unless theirs a near universal outcry for it.
Last Edit: Jun 10, 2010 21:44:06 GMT 1 by polyhertz
theferrymanhymn: You can replace the primitives with anything you want. Just replace default_plane.sc1 or default_sphere.sc1 in the data directory.
Sweet. Tho, for me: I don't know how to create a sc1 with a hole in it yet. But I guess I'll figure it out.
Symmetry's one of the known weak points of Sculptris and has several entries in the main suggestion list for future versions.
Gotta love the future ^_^
As for max face count, that's probably not a good idea, because then users would spend time in one area detailing something like a hand or a face just to zoom out and find a bunch of other details have been erased in the processes. Sculptris needs to be better optimized, that's the only real solution to the problem.
Yes, in fact "reduce selected" works fine for me. I didn't have any problem. Also it would be optional of cause. I like limits...even artificial ones make you find new solutions - if there would be real time playback of the chosen max faces it would make a nice sport...might generate new ideas.