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Post by polyhertz on Jul 1, 2010 15:27:33 GMT 1
dooieaap: press 9 to show the other side
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Post by dooieaap on Jul 1, 2010 16:18:54 GMT 1
Aw crap, another feature request wasted  Thanks mate!
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Post by dooieaap on Jul 2, 2010 13:58:10 GMT 1
Ok here's another feature suggestion, but it might already exist (but be unfound by me so far). When painting and sculpting (but especially important when painting!) I often want to work with a constant line thickness (e.g. brush size) but I also zoom a lot. So here's my suggestion: could there be a checkbox that makes a brush size constant in relation to the model? So, zooming out makes the mouse cursor circle smaller and zooming in makes it bigger... If this feature's been there all the time and I overlooked it, please tell me where to find it. 
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Post by kasperhviid on Jul 2, 2010 15:49:10 GMT 1
It would be nice to be able to rotate the material textures
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Post by marvolo on Jul 7, 2010 16:49:14 GMT 1
31 pages...this might've been posted already Ok, so i would like a better uv (tighter?) unwrap to edit textures / a specific area more easy in an external app (gimp / ps). The triangles of the mesh are spread out in a very non ergonomic way. Sorry if i didn't express myself too well. Still it's a verry fun app to use and i like it very much 
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Post by polyhertz on Jul 7, 2010 21:28:39 GMT 1
kasperhviid: For what reason would you want to rotate materials in realtime? If you don't like their angle in the viewport you can always just take the litsphere maps and rotate them in photoshop/gimp.
marvolo: Well outside of letting the user 'paint' the uv seams to be processed I don't think you're really going to find a automatic UV unwrapper that'll take be able to create unwraps that're easily understood in a traditional painting app. The goal of the auto-unwrap is just to make the UV shells/element relatively distortion free and keep a consistent pixel ratio between them.
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Post by kasperhviid on Jul 7, 2010 23:12:54 GMT 1
polyhertz: You are right, it would be possible to rotate the material using Photoshop/Gimp. The problem is that this, unlike real-time rotation, is boring and cucumbersome. I admit that it is a somewhat subtle detail if the "light source" is from upper left or directly below, but if you use Sculptris to output your scene, it can make a bit of a difference. It doesn't need to involve any extra GUI, just a shortcut like Ctrl-dragging the material icon. 
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Post by funkdude on Jul 9, 2010 19:44:54 GMT 1
I'dd love it if sculptris would have an option to swap texturemaps for saving. lets say i painted a tetxure over a model like an asteroid. i already have a normalmap for that texture, so i only need to swap out the color map fopr the normalmap, and the brush stroke/my painted work would remain the same, only in a new texture. would help alot!
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Post by netocg on Jul 9, 2010 21:59:19 GMT 1
One thing that could help is the possibility to load more extensions of image files, like psd, tiff...
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Post by polyhertz on Jul 10, 2010 0:41:04 GMT 1
netocg: psd was actually one of the formats looked at in beta for v1, but it had some major problems and was thus scrapped. But I do agree with you on supporting more formats.
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Post by colt on Jul 12, 2010 18:39:31 GMT 1
Hey, Thanks for a totally awesome program! I was stunned when I first found it! As for the request: 1. It would be great with a random spray feature, both when modeling and when texturing. Some suggestions for randomization settings are rotation, color and location, where the randomization range of color and location can be set by the user. Also, strength would be good. I'm sure there are many more possibilities for randomization. 2. When using masks when modeling It would be nice to be able to increase the tri density even more in one go to be able to really get some good detail, this instead of having to pre-increase tri density and then applying the masked brush. 3. If it is possible to join geometry together somehow that would be cool too. Maybe using some sort of local version of the "symmetry trick"? 4. The ability to lock an object and not hide it altogether. 5. Redo would be nice too 
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dalai
Enthusiast

Posts: 26
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Post by dalai on Jul 14, 2010 0:29:10 GMT 1
removed: My fault, Sculptris is way to awesome to not allow that stuff!!!...ctrl+D does all the magic. But display layers would be nice anyway edit Locking objects! sort off annoying to randomly select another mesh instead of keep on tweaking the one u had selected...
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Post by polyhertz on Jul 14, 2010 22:28:19 GMT 1
dalai: Sculptris supports quads, just import a mesh with them and tweak away. They show up in the viewport as tris if I remember correctly, but will export as quads just fine so long as you dont have Detail on when sculpting.
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manik
Enthusiast

Posts: 24
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Post by manik on Jul 15, 2010 19:40:50 GMT 1
I've read most of the thread over the last week or so, so if I'm repeating anything, consider this another cry for the same feature.
Control points that you can place anywhere on the model that lock the surface (within the falloff zone) area like the Mask tool currently does but different in that it leaves behind a little center-point that can be grabbed and manipulated in order to move its zone across the sculpt as the user sees fit.
It's basically a masking function so this is really more an addon to the current masking function whereby the user gets a little more control of the mask and rather than it being a static boolean op - its either on or off - its a more fluid function that can flow with the sculpt and with the needs of the user.
So say I have the cheekbone locked with a control point and I'm working on the cheek area - I'm happy with work but want to move a little into the cheekbone, without having to switch tools, i move to the center point of the control point and click-hold to drag it (along with its falloff zone) a little further away to expose more of the cheekbone - release - back to work.
Being able to give it shape (like drawing on the surface like the Mask tool currently does) would be ideal, rather than it being strictly a round zone around the the center-point. So ideally, I see this as an addon to the current mask tool. Add a little toggle button - create control point - if on, when you draw your mask, the mask gets a little control point.
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Post by ironbearxl on Jul 21, 2010 16:31:35 GMT 1
I would request the option to apply textures to (reference) planes when in sculpt mode.
Important especially when you need to sculpt a likeness accurately!
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