A new algorithm for sculpting or grab brushes. From the center cross-hair of a brush outward along the connecting geometry only gets effected. Nearby unconnected and distant faces are ignored. This would be similar to Soft selection in 3dmax with edge distance activated.
(say I have 2 teeth protruding, and I want to nudge one closer in. My grab brush can be large, but since the center is fixed on one tooth only the connecting faces within the general radius are effected) What happens to me now is I move a tooth closer, but other teeth get pulled with it because the brush ring overlaps them. One could make a mask, then move the tooth, but there has got to be a nice algorithm that can do this on the fly based on the center of the brush + a softness grown outwards along the surface.
Another option that Sculptris could have is a button to import a normalmap and another to import a bumpmap. This way we could export the bump and normalmap and later we could make some small adjustment to the model, go back to paint mode, import those maps and start from there.
I love the ease of use of this program. It's amazing!
2 features, which would make this program essential for my daily use are:
-- Ability to import an obj in a locked vertex-order and vertex count mode, so that when it is exported back, the original vertex order would be preserved and no vertices/polygons/edges added or removed. (Of course, the detail level would be locked to zero in such a mode and any tools involved in changing those counts, like subdivision or reduction, disabled completely)
-- Ability to preserve object groups would also be great, although less urgently important.
If these features have been requested already, I apologize for repeating it, and please consider this as me adding my support to the requests.
If the features are already there, please point me to how I may activate them.
Thank you for an amazing program and for continuing your work in improving it!
I truly enjoy using Sculptris, it is well worth the money spent.
May I suggest the sculpting tools circle of influence change color depending on their action, ie the Draw Tool circle would be green when adding material, orange when using the inverse. This would be advantageous for those desiring to made or view high speed tutorials, or those of us who seem to concentrate more on watching the moniter while sculpting than the fingering of the mouse. An amber icon for the pan or "orbit" feature would also be helpful.
ability to delete faces ,so you could chop off hand and erase it and then you could draw over hole where hand was and it would merge faces together.Or you could delete hand import object and merge it with place where hand was. Option in config to use old white material which works faster with my laptop,its used it alpha 3 version,so something like a line in config.txt to switch to this material or current shaded ones would be very good for all guys who have problems with slowdowns during sculpting in 1.01 version. I even could work with 2 versions ,one very striped down to save resources where possible ,without painting just for sculpting and second one for sculpting and painting fun.
This has probably been suggested before and I did do a search... but didn't really find an exact match.
I'd like to suggest a extrude or pull tool that you could quickly pull out an appendage shape (for legs, arms. fingers etc...) I know the grab tool allows you to pull shapes out but I'm talking about more of a super extrude tool based on the size, shape and softness of the brush. For ease of use I envision it just building dynamically straight out from the normal below the mouse cursor at the click location. Nothing fancy just straight out until you release the mouse. I think this would aid in getting more of a body structure quickly as oppose to importing a base mesh in form another app.
Post by kasperhviid on Jun 29, 2010 15:52:15 GMT 1
It would be nice if I could have depth perception when I sculpt - I very often has to turn the scene around to see my work from another angle, due to my monitors lack of depth. It would also be nice to see my finished work in 3D, without a 3D printer.
My idea is to add a anaglyph viewing mode to Sculpturis.
Anaglyph are those 3D images which can be viewed with those red-and-cyan glasses. Technically there would need to be two cameras, one of them positioned sligtly to the left of the other. The left camera would have to supply the images red channel, while the right camera supply the green and blue channel.
Anaglyph are those 3D images which can be viewed with those red-and-cyan glasses.
;D Hehe, well if someone is gonna make that.. it's best to make a color picker for the 2 filters too...that way it doesnt matter what color glasses one might get their hands on - nor if left and right might be the "wrong" way.
*edit - ow, and write a disclaimer hehe...in case people get head pains/other stuff after a while.
It would be awesome if sculptris is able to swap textures used for painting on the model, lats say i painted a texture on a model, and i want to use the corresponding normalmap to be mapped the same way, then i could just save the uv'd texture, swap the input texture used for painting for the normalmap, which would be layed out the same as the uvs of the color texture. instant awesome mapping. Also 3ds saving would be appreciated.
One thing I'd really like to have is an option to see 2-sided materials / meshes. When working from a plane, or an imported .obj that doesn't have an enclosed amount of space, the mesh is invisible from one side. I'd love to be able to paint on both sides but if that's not possible, please at least SHOW that other side!
Modeled a simple water lilly leaf in GMax (old and very basic version of 3DS Max, doesn't matter much... with help of some script it produces perfectly usable .obj files!) and tried to add wrinkles and other irregularities in Sculptris. Gave up because only seeing one side of polygons didn't work well for me.
(Screenie from GMax, when importing as .obj in Sculptris I couldn't sculpt or see the bottom side of the leaf, or the faces of the vertical rim facing the camera).