Sculptris

Dragonstorm24

L4: Comfortable Member
Nov 16, 2009
196
66
this is very helpful I had some ideas of models I wanted to make and this just makes it easier, and with mick-a-nator's tut that i noticed in his signature I can start making stuff for tf2 without having to shell out $3000, thx guys
 

YM

LVL100 YM
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Dec 5, 2007
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this is very helpful I had some ideas of models I wanted to make and this just makes it easier, and with mick-a-nator's tut that i noticed in his signature I can start making stuff for tf2 without having to shell out $3000, thx guys

Stop right there mister!

This program can make hideously huge poly count models and should be used with extreme caution.

The level of detail it can make is designed for baking normal maps for much, much lower poly models. The high poly models will make most game engines melt.
 

Dragonstorm24

L4: Comfortable Member
Nov 16, 2009
196
66
Stop right there mister!

This program can make hideously huge poly count models and should be used with extreme caution.

The level of detail it can make is designed for baking normal maps for much, much lower poly models. The high poly models will make most game engines melt.

woah Im a careful kind of guy, I'm not just going to make a ton of models and put them in maps or on Fpsb, I'll test it then play around with lowering the poly count, it won't be like the sniper van
 

YM

LVL100 YM
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Dec 5, 2007
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This program really should only be used to make higher poly models to bake into normal maps. I hope the guy will include an import option so we can model off of a low poly mesh.

There is an import .obj button, or do you mean some other kind of feature??
 
Nov 14, 2009
1,257
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I wish there was a button to render your image into a png, or jpeg. Right now, I have just been taking a screenshot of it...
 

Sel

Banned
Feb 18, 2009
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2,570
So I guess Pixologic (zbrush guys) picked this up and made it available on their site, anyway, it's much simpler to learn than zbrush, and has OBJ import/export capability.

anvil.jpg


I'm by no means a sculpting expert, but from what I can tell it's more than capable of normal stuff that anyone here using it for their game objects would need it to do, so if you haven't checked it out yet I guess you should.
 
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EArkham

Necromancer
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Aug 14, 2009
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I use it pretty regularly myself. As already said it's really great for creating high poly bakes on organic forms, but another thing that it works great for is fixing seams. Import a model with UVs and touch them up, then use that as a layer behind your texture and blend it in. Flawless seams.
 

YM

LVL100 YM
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Dec 5, 2007
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I use it pretty regularly myself. As already said it's really great for creating high poly bakes on organic forms, but another thing that it works great for is fixing seams. Import a model with UVs and touch them up, then use that as a layer behind your texture and blend it in. Flawless seams.

If you have photoshop CS4 extended or later you can do that in photoshop too :)
Though photoshop's 3D control is spactastically terrible, but at least you get all the usual photoshop tools made available to you.
 

YM

LVL100 YM
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Dec 5, 2007
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How is scuptris like 3D modeling? I mean, is it the same in a sense (poly's w/ verticies), or is it more like 3D playdoh?

try it and see, it's a teeny tiny program and it's free :D


Anyhow, if you're too lazy: it starts with a sphere like a lot of zbrush stuff, but it adds triangulation as it's needed so you ALWAYS have plenty of polys with which to sculpt at whatever detail level you desire. That differs from zbrush in that zbrush subdivides it's quads when you tell it to and will subdivide the WHOLE mesh not just part of it.

The tools are really intuitive as well, the brushes do what you'd expect, much like clay modelling (minus mass conservation)