philnolan3d Posted May 27, 2010 Share Posted May 27, 2010 Tried tripling it first (converting to all trangles)? Quote Link to comment Share on other sites More sharing options...
Advanced Member ggaliens Posted May 27, 2010 Advanced Member Share Posted May 27, 2010 I did subdivide while also doing things to help increase resolutions. Then I triangulated. Then export to OBJ and import that OBJ into Sculptris. The problem then becomes that Sculptris "retensions" everything into more regular triangles. Long skiny ones get slammed and hard edges get lost. Just and experiment on my part ... but I don't like it for trying to sculpt on hard-bodie or semi-hard body items imported. Oh well. Quote Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted May 27, 2010 Advanced Member Share Posted May 27, 2010 Try going into the options and uncheck "Smooth subdivide". This may help with models with corners. Quote Link to comment Share on other sites More sharing options...
Advanced Member ggaliens Posted May 28, 2010 Advanced Member Share Posted May 28, 2010 Oh man ... I need the secret hand-shake to find options. All I have are a few buttons. Maybe I better look for a doc. Quote Link to comment Share on other sites More sharing options...
Contributor Greg Posted May 28, 2010 Author Contributor Share Posted May 28, 2010 Oh man ... I need the secret hand-shake to find options. All I have are a few buttons. Maybe I better look for a doc. I didn't have all of my buttons(the one I noticed was the paint button missing, as I had seen it on one of Tarons videos) when I installed it, but I guess it was because I had installed over an older beta version. Anyhow, I uninstalled and re-installed into a new, empty folder and everything was and is fine now. Maybe worth a try. Quote Link to comment Share on other sites More sharing options...
Advanced Member Giuseppe Posted May 28, 2010 Advanced Member Share Posted May 28, 2010 hey guys i play with sculptris and gimp, is very great tool some test Quote Link to comment Share on other sites More sharing options...
Taros Posted May 28, 2010 Share Posted May 28, 2010 Could you show us the wireframe models, please. Quote Link to comment Share on other sites More sharing options...
Advanced Member Giuseppe Posted May 28, 2010 Advanced Member Share Posted May 28, 2010 Could you show us the wireframe models, please. o yep the camaleon Quote Link to comment Share on other sites More sharing options...
Advanced Member Giuseppe Posted May 28, 2010 Advanced Member Share Posted May 28, 2010 the medus Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted May 28, 2010 Share Posted May 28, 2010 I'm confused, did you do some base shape in Wings 3D and bring it to sculptris or vice-versa? Quote Link to comment Share on other sites More sharing options...
Advanced Member Giuseppe Posted May 28, 2010 Advanced Member Share Posted May 28, 2010 I'm confused, did you do some base shape in Wings 3D and bring it to sculptris or vice-versa? hy philnolan3d, i have modelled in wings 3d and hexagon and have exported obj model in sculptris, have sculpted in scpulptis and painted Quote Link to comment Share on other sites More sharing options...
Advanced Member Giuseppe Posted May 28, 2010 Advanced Member Share Posted May 28, 2010 in gimp have some postpro Quote Link to comment Share on other sites More sharing options...
Taros Posted May 28, 2010 Share Posted May 28, 2010 I'm confused, did you do some base shape in Wings 3D and bring it to sculptris or vice-versa? Yes, first I was confused too, because of the clean meshflow... Quote Link to comment Share on other sites More sharing options...
Advanced Member Giuseppe Posted May 28, 2010 Advanced Member Share Posted May 28, 2010 clean meshflow... yep first the painting in sculptris Quote Link to comment Share on other sites More sharing options...
Advanced Member splodge Posted May 28, 2010 Advanced Member Share Posted May 28, 2010 Yep, it's possible to disable all the fancy mesh tessellation in Sculptris and use it just like Mudbox. Quads in, quads out.. Quote Link to comment Share on other sites More sharing options...
Advanced Member Calabi Posted May 28, 2010 Advanced Member Share Posted May 28, 2010 Cute lizard Guiseppe, and yay for someone else that uses Wings3d. Quote Link to comment Share on other sites More sharing options...
Taros Posted May 28, 2010 Share Posted May 28, 2010 Yep, it's possible to disable all the fancy mesh tessellation in Sculptris and use it just like Mudbox. Quads in, quads out.. Oh really? That is really interesting. Is it possible to subdivide them too? Quote Link to comment Share on other sites More sharing options...
Advanced Member splodge Posted May 28, 2010 Advanced Member Share Posted May 28, 2010 Oh really? That is really interesting. Is it possible to subdivide them too? It is indeed possible. But I did notice that Sculptris' subdivision algorithm seems a little scruffy in that the new vertices look to be a little irregular. So might be best to subdivide externally before taking your model into Sculptris for shaping. And be warned - high poly sculpting without tessellation isn't where Sculptris' strengths lie. An object above 2 million polys and the brush strokes start to stutter. The whole point of Sculptris' tessellation is so that we never need to go above one million polys (in theory). Quote Link to comment Share on other sites More sharing options...
Advanced Member JimB Posted June 16, 2010 Advanced Member Share Posted June 16, 2010 Yep, it's possible to disable all the fancy mesh tessellation in Sculptris and use it just like Mudbox. Quads in, quads out.. Please could you tell me how to do this? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 16, 2010 Reputable Contributor Share Posted June 16, 2010 30min doodle at lunch. (can't use 3dCoat during my day-job so Sculptris is a nice way to relax. I keep freaking out colleagues with wierd sculpts hehe) And that's why you do it....right? Quote Link to comment Share on other sites More sharing options...
Advanced Member splodge Posted June 17, 2010 Advanced Member Share Posted June 17, 2010 Please could you tell me how to do this? If you set the Detail slider to zero then Sculptris won't tesselate the mesh when applying a brush stroke, instead the brush just acts on what's already present. Quote Link to comment Share on other sites More sharing options...
Advanced Member JimB Posted June 18, 2010 Advanced Member Share Posted June 18, 2010 If you set the Detail slider to zero then Sculptris won't tesselate the mesh when applying a brush stroke, instead the brush just acts on what's already present. Thanks splodge. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted June 18, 2010 Advanced Member Share Posted June 18, 2010 And be warned - high poly sculpting without tessellation isn't where Sculptris' strengths lie. An object above 2 million polys and the brush strokes start to stutter. The whole point of Sculptris' tessellation is so that we never need to go above one million polys (in theory). What is this? The opposite of 3DCoat? We need more than 5M here to have some decent crispness. These all are triangulated meshes anyway. Not so interesting. Lets wait. Quote Link to comment Share on other sites More sharing options...
Member adrianr01 Posted July 25, 2010 Member Share Posted July 25, 2010 What is this? The opposite of 3DCoat? We need more than 5M here to have some decent crispness. These all are triangulated meshes anyway. Not so interesting. Lets wait. a voxel sculpt is also a triangulated mesh in essence, and thats the strenght of sculptris vs regular subdivisions, you only divide the place where detail is needed, so you can get much lower polygoncount with still nice details its a bit like a mesh optimizer in reverse:) Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted July 25, 2010 Reputable Contributor Share Posted July 25, 2010 a voxel sculpt is also a triangulated mesh in essence, and thats the strenght of sculptris vs regular subdivisions, you only divide the place where detail is needed, so you can get much lower polygoncount with still nice details its a bit like a mesh optimizer in reverse:) That is a nice feature, but you have a similar workflow capability in Voxels, where you can simply use the "Copy" tool to paint areas where you want to add more resolution...and while you are working on that copied layer, you can go one step further and cache the layers you aren't currently working on. All it amounts to having tools to help manage system resources. Sculptris deals with it one way, and 3DC deals with it in a slightly different way.http://www.youtube.com/watch?v=Q7ZJX9Nfy8w Quote Link to comment Share on other sites More sharing options...
Advanced Member SonK Posted July 29, 2010 Advanced Member Share Posted July 29, 2010 a voxel sculpt is also a triangulated mesh in essence, and thats the strenght of sculptris vs regular subdivisions, you only divide the place where detail is needed, so you can get much lower polygoncount with still nice details its a bit like a mesh optimizer in reverse:) Yup that's why i love Sculptris! I would love to be able to sculpt asymmetrically(like in Mudbox) in future versions That is a nice feature, but you have a similar workflow capability in Voxels, where you can simply use the "Copy" tool to paint areas where you want to add more resolution...and while you are working on that copied layer, you can go one step further and cache the layers you aren't currently working on. All it amounts to having tools to help manage system resources. Sculptris deals with it one way, and 3DC deals with it in a slightly different way. http://www.youtube.com/watch?v=Q7ZJX9Nfy8w that is abit of a workflow killer though in Sculptris it is just a slider(simple/fast/elegant) Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted July 29, 2010 Share Posted July 29, 2010 I would love to be able to sculpt asymmetrically(like in Mudbox) in future versions Why don't you just turn off the symmetry? Quote Link to comment Share on other sites More sharing options...
Advanced Member SonK Posted July 30, 2010 Advanced Member Share Posted July 30, 2010 Why don't you just turn off the symmetry? asymmetrical sculpting ala Mudbox allows you to sculpt on a non-symmetrical model yet still be able to sculpt both side, as long as the topology is the same(think - a posed figured, you can sculpt the left/right hand at the same time). I imagine implementing something like this in Sculptris? something like this: Quote Link to comment Share on other sites More sharing options...
Javis Posted August 1, 2010 Share Posted August 1, 2010 Right, local symmetry. I think it's very important to have. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted August 1, 2010 Share Posted August 1, 2010 Ah yeah you didn't say asymmetrical symmetry. The request makes more sense now. Quote Link to comment Share on other sites More sharing options...
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