speed and fixes sounds very interesting as crashing and heavy slowdown when reaching some kind of face count are usually what makes sculpting difficult on the long term.
there at +/- 150000 faces i am beginning to have slow performances unfortunately. but thanks to lowering the detail bar i was able to sculpt for this fictional character elven head most of the details i wanted before reaching that limit.
i: Thanks, we'll see what else we'll see. :-) aare: Thanks, lots of anatomy studying , lots of hardwork. The new build of Sculptris was released yesterday, :-) taron: That looks pretty good, yeah performance is much better. You can also make your own materials too. Check out the data folder, they have to be PNG's with an alpha channel. But you can create anything you want.
I'm trying to chill out this weekend. Doing some sculpting instead of coding. Seems like most of you are making nasty monsters, so I figured I'd go for something a little bit different. Smooth skin and delicate features were an interesting test for the sculpting tools as well. It worked out ok, although I think the minimum strength should be lower.
This represents just under 2 hours of work. 134k triangles.
Nice work DrPetter on your sculpts..I'm enjoying the new shaders and everything thing feels more fluid and the trianglulation seems more consistent too. Yes, I got another monster type going on here. LOL I will work on the hands and feet some. then see how far I can push detail till things get sluggest... I have been carefull on the most part to get as much form and detail with a lower triangle count till now. 73,000 triangles at the moment.
I have lot of difficulty sculpting a woman face, i find it a lot more unforgiving than man or monster faces, as while for man or monster a mistake can be easy to rework , a mistake in proportion or detail for a woman face is more difficult to work around.