Admin - :oops: just noticed the showcase thread. feel free to move this thread to Sculpture Showcase thread... I hadn't thought to even look there, as these I did not consider 'showcase' material... but I see now that it is meant for any sculpt so... please move/split thread into there if you like.
fletch even when using a program not related to kerkythea you still amaze me with your attention to detail. congratz and i think your work deserves its own thread hehehe. the one issue i see in the future for scuptris users is the fact theres no defined method of texturing which to me reallyt would be a turn off in most cases i hope drpetter adds a topology based mesh uv system soon like what zbrush uses.
Another wip in the works. 90% of the sculpting was done using the grab tool, It really helps in keeping the triangle polygon count lower. So far the speed of sculpting is staying smooth even on my one core cpu system...
I started this centaur yesterday... final result will go in the showcase. The triangle count is only 59,000. DrPetter the way you have designed the software makes it easy to get form and keep the triangle count down. This make adding detail later not as sluggish. Sculptris gets more enjoyable everyday. Looking forward to the bumpmapping in the next version...
I used another program to spark an idea to sculpt. the first image on the left is what I exported as an obj file to sculptris. The second image is the form I sculpted in Sculptris. The third image is where I formed the mouth,nose and eyes and brought down his back some by using a split and delete tool in another program. Sculptris has no split tool and delete tool at the present plus added a few spikes which I could have done in sculptris. I then exported another obj file for Sculptris. The last image on the right is all Sculptris. Larger images in the Showcase section of the forum...
Hi there! My name is Adam Briggs and I'm the Art Director for an Australian game development company called Big Ant Studios. I was introduced to this package today and I have to say I fell in love with it instantly. I see huge potential with this program and I'd love to beta test this at our studio.
Attached is a quick sculpt I did in just a couple of hours using the base sphere and no reference.
adamant: Very nice. I like how you managed to get such detailed creases into key areas around the face. It looks like the model has "enough resolution" without being limited by topology or application performance. Evidently it wasn't slow enough that you had to abandon it anyway
I haven't decided completely how I will handle beta testing yet. So far I've just made incremental improvements to the alpha version while developing texture/bumpmap paint separately. I don't think there will be a beta release until all of that starts coming together in a way that I feel is "pretty much finished". Whether it will be public or invitation-only depends on how close it would be to the final version. If it's just a few weeks of tweaking left after beta then it makes sense to work it out in private testing before releasing the final version, limiting the number of incomplete versions in circulation.
I will make a post about that when it's relevant, probably with email application for potential beta testers. You are of course welcome to try the alpha versions as much as you like though, right now.