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Nichod
07-25-10, 05:45 AM
Thought it would be nice to have a thread to discuss feature improvements. But lets keep it reasonable. I'm going to add all the features requested from the thread to this first post to make easier to view them. Better for the developers!

Feature requests from thread:


1. Interface tweaks. (see attachment. note: these were designed by someone on the beta) I really like the simplicity of the design that still keeps the tools accessible.

2. Some way to re-topologize a mesh into a quad friendly one. And afterwards still be able to paint and do non-tessellating sculpting.

3. Dynamic quad based tessellation.

4. Reference images. Similar to how artrage does them would be nice I think. I added a attachment below.

5. Vertex color painting! That way, you wouldn't necessarily have to freeze the topology to generate UV coordinates for texture painting. ZBrush does this pretty well, but Sculptris could benefit from it too.And just like in ZBrush, you could switch to texture paint mode later, and bake the vertex colors into the texture.

6. Tablet friendly navigation more similar to Zbrushes

7. Larger icon compatible with larger taskbar, docks, etc. And an icon that support usage within Windows 7 pin functionality.

sculptris_mockup_resurface.jpg sculptris_mockup_texture.jpg sculptris_mockup_Pose_2.jpg

squidinc
07-25-10, 07:28 AM
some way of extracting mesh to create another object would be nice.

would like a way to pull mesh out easier, something that pulls the mesh locked to the current size of the brush, current grab tool tends to pull mesh to a sharp point

I like all the other things you've added

PolyHertz
07-25-10, 08:07 AM
would like a way to pull mesh out easier, something that pulls the mesh locked to the current size of the brush, current grab tool tends to pull mesh to a sharp pointYou can turn on 'limit' while in the grab brush to make it less like snake-hook, in case that's what you were referring too.

edtuckerartist
07-25-10, 08:44 AM
would like a way to pull mesh out easier, something that pulls the mesh locked to the current size of the brush, current grab tool tends to pull mesh to a sharp point
Use the draw tool to create a higher density raised area then use grab to pull it out there will be less of a sharp point!

Vrav
07-25-10, 12:56 PM
Or you can use the mask tool to isolate the shape you want to pull out, then grab 'globally'.

F i L
07-25-10, 02:14 PM
Also, make sure you understand the Detail Slider. The higher the setting, the more detailed the geometry gets with brush strokes (based on how close "you" are to the mesh). A setting of zero means no geometry gets added.

Also, 'Q' is the shortcut for toggling between zero and your current detail value.

SonKim
07-25-10, 02:56 PM
making the dynamic tessellation quad base would be nice also, IF possible :p

PolyHertz
07-25-10, 05:32 PM
making the dynamic tessellation quad base would be nice also, IF possible :p Don't hold your breath on that one. It was brought up while we were in testing before v1 went live and was instantly deemed conceptually impossible.

But then again, who's to say what the future might hold now that Tomas (DrPetter) has access to the minds at Pixologic.

SonKim
07-25-10, 08:53 PM
Don't hold your breath on that one. It was brought up while we were in testing before v1 went live and was instantly deemed conceptually impossible.

But then again, who's to say what the future might hold now that Tomas (DrPetter) has access to the minds at Pixologic.My thoughts exactly! :cool:

Skaven252
07-25-10, 08:57 PM
Vertex color painting!

That way, you wouldn't necessarily have to freeze the topology to generate UV coordinates for texture painting. ZBrush does this pretty well, but Sculptris could benefit from it too.

And just like in ZBrush, you could switch to texture paint mode later, and bake the vertex colors into the texture.

Kikoshi
07-26-10, 12:43 AM
Where can I get the version you have? :o

Nichod
07-26-10, 06:21 AM
Where can I get the version you have? :o

The screenshots are mock ups from during the original beta.

FYI guys/gals I'm gathering up all the feature requests into the first post. To keep things simple. That way Pixologic can see what we are looking for.

SonKim
07-26-10, 04:31 PM
FYI guys/gals I'm gathering up all the feature requests into the first post. To keep things simple. That way Pixologic can see what we are looking for.Great idea! I would to see more sub forums (i.e. WIP,Support,Tutorials,Resource Sharing,etc) like the old Sculptris forum.

infiniview
07-27-10, 12:01 AM
Haha, I did not read carefully enough either at first and checked my versions. :)

Nichod
07-27-10, 05:35 AM
Great idea! I would to see more sub forums (i.e. WIP,Support,Tutorials,Resource Sharing,etc) like the old Sculptris forum.I think stickies would work fine for that. As long as each thread remains organized and moderated. Not sure if we'll get any Sculptris specific moderators. Would be nice. But only time will tell.

F i L
07-31-10, 03:02 AM
Mesh Mixer (http://www.youtube.com/watch?v=sJqkS6ucZ0I)

We can dream right?

Teria
07-31-10, 03:34 AM
I'd love a cut tool so I can easily get rid of parts that I've messed up, and start again.

3dassets
07-31-10, 09:17 AM
Make holes and bridge two mesh into one for warned cloth / terrain. Err... where you get the copy of sculptris from? can we have it or alpha tester only?

Mikko321
08-02-10, 07:47 AM
1) Undo/Redo buttons
2) Incremental save
3) Basic shapes: tube, coanical, square etc.

But still love this :)

huan80
08-02-10, 12:58 PM
I'd love a cut tool so I can easily get rid of parts that I've messed up, and start again.
I'm with Teria on that one.

windex
08-03-10, 11:21 AM
Hi everyone, hi Nichod

Please don't forget that one of the main reasons Sculptris is loved by so many artists is that the software does not get in the way of the user.
There are no drop down menus, and no sub menus, and almost no text.
The UI is so clean and clutter free.

Everyone is so used to the current 3d/2d app interfaces, that all they can imagine is more menus and text and options. I believe that software (in general) is in its infancy. Almost every action you want to perform in any app should be just a gesture away. This absence is mainly due to hardware limitations, still using a mouse and a keyboard (which is LOVE btw). But imagine interacting in a 3d world where you navigate a library w/basic "starting" objects and reshape them to whatever you want in an instance and apply whatever property you want to them with just one gesture.

Sculptris is definitely a fantastic start for the next evolution of software interactivity and creation. The best thing Pixologic can do is to give Thomas (Dr. P) the creative freedom to experiment and come up with brand new/never before seen tools and ideas without holding him back and without trying to fit it into a preconceived model just to be packaged to put on a shelf.

We all know that ultimately the guy/s with money are the ones that decide for the rest of man kind. But from what Thomas has said, it seems like the Pixologic is made up of a small friendly crew so at least we don't have to worry about him becoming a Badge number.

Again Nichod, I'm sure by looking at your screenshots that you put a lot of time into coming up with all those ideas and putting that UI together. And I don't want to knock your ideas down.

I just want to say that I can not wait for the next update, and since Dr. P is clearly smarter than I am, I'm sure he can come up with a "hole puncher" or "exacto knife" tool on his own.

Thank you for listening, and thank you Thomas.

grotesq
08-03-10, 02:37 PM
I think it would be very good idea to have a way of remapping hot keys.

SeanJM
08-05-10, 05:00 PM
windex: I made those screenshots and designs. :lol:
There's a lot more where that came from too, ;-)

SeanJM
08-26-10, 10:48 AM
3D Coat's Auto Retopo http://vimeo.com/13651638 (http://vimeo.com/13651638) <--- This feature would be awesome IMO.

So you can sculpt, merge meshes (kit bashing, mesh mixing), retopo it quickly using the auto retopo tool, import into zbrush and sculpt it.

sculptrisnewb
08-26-10, 03:05 PM
It would be really helpful to me if i could be able to mask with an exact Alpha in sculpt mode. You'd be able to make some real sharp transitions with it. Also to be able to go between Paint and Sculpt mode when needed to tweak and a
Transparent material.

Pro4210
08-26-10, 03:50 PM
Retopo is my main chokepoint when it comes to finishing models.
It sucks the fun out of the whole process.

Something similar to 3Dcoat's autoretopo tools would be bliss.

Serek
08-26-10, 03:54 PM
- Subdivide selected
- Mesh extract/create subtool

SeanJM
08-26-10, 05:18 PM
Copy and Paste would be nice!

SeanJM
08-28-10, 04:35 PM
Interface Idea.jpg (javascript:zb_insimg('212816','Interface%20Idea.j pg',1,0))

So we can move the windows, close them. And an outliner!

Serek
08-28-10, 04:42 PM
SeanJM: press Tab to hide all windows at once. You can still keep working on the model just with keyboard's shortcuts.

SeanJM
08-28-10, 07:28 PM
SeanJM: press Tab to hide all windows at once. You can still keep working on the model just with keyboard's shortcuts.I know about tab. ;-)

koshey
08-31-10, 04:27 PM
1)Same kind of wheel as we have now for brush size/strength but for selecting different brushes, or even a a window with brushes that pops up under your cursor when some button is pressed

2)Better posing then mask+global rotate (3dcoat or Z or Mudbox)

3) Some way to lock a mesh when sculpting multiple meshes. Masking is not good enough because when you sculpt on a boundary(for ex. Sculpting eyelid around a eyeball that is a different mesh) you tend to unmask all the time and inadvertently sculpt on the other mesh as well.

4)customizable shortcuts

SeanJM
08-31-10, 04:38 PM
With top 4 most used brushes in the center. Right invocation would be nice for the menu instead of space bar.
menu.jpg (javascript:zb_insimg('213369','menu.jpg',1,0))

camino1961
09-05-10, 12:31 AM
1. Better response when working on high polygon models. The program slows down when we increase the polygon count.

2. Keep the feature set simple, infact, leave the program as is. The fact that there is no menu set up like Zbrush full of too many features to choose makes it perfect for getting up and running when working on projects.

Thank your for a great "free" program.
Keep up the great work.

Cheers.

Lotet
09-05-10, 05:02 AM
Dont turn this thing into ZBrush, please, for exemple, the navigation and camera rotation is great the way it is, I dont see why people want to change this, I fell in love with sculptris because its NOT ZBrush.

and if anything, just make the hotkeys changeable, then we can please anyone, or atleast 50% of the people in here, cause changing buttons and things seams to be pretty high on peoples wish lists.

camino1961
09-05-10, 08:20 AM
Dont turn this thing into ZBrush, please, for exemple, the navigation and camera rotation is great the way it is, I dont see why people want to change this, I fell in love with sculptris because its NOT ZBrush.

and if anything, just make the hotkeys changeable, then we can please anyone, or atleast 50% of the people in here, cause changing buttons and things seams to be pretty high on peoples wish lists.Well written!
I agree with you 100%.
And, If I may add, "if it aint broke, don't fix it".

RogersX
09-11-10, 09:27 AM
Sculptris Suggestions
Before I start I just want to say these are just thoughts/suggestions. I am not crazy nor do I think you will implement 90% of them. Please don't be offended, I am not trying to come off like some know it all, I am just fleshing out what I think would be helpful and how it would make sense to me as I come from a traditonal/digital art background and am terrible with any technical things or understanding. Literally, I can't comprehend anything above basic math. (High school was a nightmare but I made it! And instantly forgot it... Huh?)


Tool Pallete - I would like Sculptris's Tool Pallete with all the little graphic tool boxes to be customizable in overall rows. Basically you would put a faint box around the tool pallete allowing it to be moved and then when you click on a corner of the tool pallete you can drag and resize it and make it have 2 rows of tools going down, or across, or 3 deep, or 4 deep etc. Photoshop has a little button that you can click and make it form 1 row or two of tools. I am suggesting one step further and just let the user drag the box from the corners to make it go horizontal or vertical, adjusting into as many rows as they would like. This way I could drag the pallete across the top of the entire monitor, free up space left-to-right and have a large single row etc.

Group Button - Basically I would like to be able to make Groups of meshes in a file. If I am working on a model of a guy with separate boots, backpack, gun, grenades, knife etc I would like to be able to simply group these items together after selecting them, then clicking the Group Tool Button. (ctrl+G as a default would be nice, ctrl+shift+G to ungroup) To add a mesh into a Group you would simply click the mesh, shift+click the grouped mesh, then click Group and it would add it to that group. Simple.

Customized Command Keys - For everything in the program. More or less the same way Photoshop CS4 does it. Have a list of all features in the program, then sub categorized by what they do. Click on one, type in your command, bam done. I would love to re-command the space bar to moving the scene around as I use a mouse in Sculptris (moving the scene around is currently alt+shift+left mouse)

New Tools - The Brush and Material Boxes should become tool pallete boxes just like Reduce Bruce, Reduce Selected, Mask etc. Except they open when you click them instead of selecting. I would keep the little pictures of what Brush/Material is selected. Currently they are oversized and the interface can be streamlined a bit.

Currently Selected - I would have the currently selected tool highlighted like Wireframe or Symmetry except add a recessed bevel to the highlight for colorblind folks. For Wireframe or Symmetry, I would have a color ball in the corner of their icon appear to denote that they are currently active. This way even colorblind people will know what is on etc. I would ditch the big ball with the tools picture on it that appears when you click an item. Again, just cutting down and streamlining the interface.

Shift+Click Selection - Currently you can shift+click select additional meshes but you cannot shift+click to deselect an mesh. This can be frustrating when you are selecting many meshes and accidentally click the wrong one. You must unselect them all and start over again rather than just shift-clicking the wrong one, deselecting it and continuing on.

Marquee Selection - I would dig having a draggable standard 2d marquee to quickly select a bunch of meshes to group them or move them.

Grab VS Move - Currently the Grab Tool serves as a way to physically move meshes around but to do so you have to make sure Global is checked. I would almost like a Move Tool as you have to hit a key to activate Grab if you are not already on it, plus hit another key to activate Global for it. In some ways it would make sense just to make Move its own deal?

Tool Options - Such as Airbrush, Lazy, Global, Invert, Limit etc can simply be text with check boxes next to them in their own pallete. (Options Pallete) And of course the Unify Tools Option already implemented is great.

Symmetry - I would like Symmetry to be activated per mesh made in a file. So I could click on a mesh, then click on Symmetry in the tool pallete and all other meshes in the file would be left alone. Ultimately (this may be reaching too far) I would like to be working on a mesh, turn Symmetry off, work on the mesh some more, turn Symmetry on for that mesh again, and not have it deform or conform the mesh. Basically I would like to just keep working. If the tool can find Symmetry on the opposite side of the selected mesh, it will add it. If not, then it won't add the detail. It is that easy. (In theory) I think this would be powerful in making custom models without destroying Non-Symmetric detail. You currently can do that with pre-planning the model and experience at what you do. But the power of flexibility would be great.

Default Brushes - I would like a good number of nice default brushes to be included with the program. 20 some odd brushes of varying use would be nice. A hair brush, fur brush, dimpled skin brush, soft brush, hard brush, even an artsy type brush with bristles would be nice. The community could make all sorts of amaizing brushes like ones that do varying styles of hair, bears, chain mail, dragon scales, different skin textures for animals etc.

Community Downloads - A small support community would be nice that has an area to upload free brushes or new materials. All items uploaded would be free for commercial use period. None of this, "Read included text file for Permissable uses" crap. A nice tutorial section that cleary explains such things as how to make brushes and different materials would be fantastic as well.

Painting A Model - I tried painting a model. It was okay. Kind of plain and basic. Personally it was so base I didn't care and haven't used it again. I would actually like to see this developed as its own program akin to Daz's Blacksmith 3d Paint. I have been using Photoshop non-stop since 1994 and have a ton of suggestions on how to make a very artist friendly 3d paint program that feels similar to Adobe's big boy. Not that you want to hear them

Subdivide - I would like to be able to have two subdivide buttons. Subdivide Selected, which would only Subdivide currently selected meshes. Then Subdivide All which you already have. You could always hit ctrl+A to select all then hit Subdivide Selected as well. Currently I have to copy the item, save the file, open a new file, subdivide the item, copy it out, open the original work file and past it in. Pain in butt. Also it would be great if Subdivide Selected would be able to Subdivide partially selected parts of a mesh (Masked areas) if you didn't want to use Reduce Brush.

Reduce Brush - Cool tool, sometimes I have to zoom the brush size before it will actually remove/add polys. I have zoomed out, brushed an area, zoomed in, and nothing changed. I wish it would just keep adding polys regardless of brush size... Also would rename it the Add/Reduce or Add/Subtract Tool and under the Options Pallete have the text Add then Reduce with a check box/circle next to each so you can click your poison. It didn't register in my head for a while that inverting it would add polys! Oi!

Triangle Count - I would like 2 triangle counts shown. One for the Total Triangle Count of all meshes in the file, and one for the currently selected mesh or Group of Meshes. This will greatly help when working on a single mesh, Subdividing it, or using the Add/Reduce Brush on it.

Higher Poly Count - Currently I am running Windows 7 Ultimate with 8 Gigs of Ram and caannot get Sculptris to hit past 1.3 million polys. Very frustrating and incredibly limiting. Making different objects in separate files is one work around but bringing them into one file in Sculptris for final composition/positioning automatically crashes the program. Also a higher poly count is very useful for final compositions without using an additional and probably more expensive program. For instance, If I had a dude with large magical armor and very large weapons at 2million polys, and wanted to make a printable diorama of him on a sculpted base slaying some dude monsters, and each dude monster brought in was a cool million or so polys, things would add up very quickly. I figure, when it comes down to it, what is Sculptris? To me, it is a easy to learn, easy to use, (Cheap, I hope in the future!) powerful 3d modeler. It would be great if a professional could just go nuts in it and not worry about the poly count capability of the program, but their hardware. Currently, I have watched Sculptris's Memory Usage in the Task Manager and that seems to be it's problem. No advanced memory usage past a standard 32 bit app? Anyway, not sure, but more would rock.

Base Geometric Shapes - This was an incredible frustration. No included 3d shapes other than a sphere. How do I make a nice circular base for my 3d model? How do I mesh out a nice round shield? I think a simple addition to the Tool Pallete Called Base Shapes or something would be great. Click on it or hot key, and a window pops up like the Materials Window but with a many basic shapes that can be manipulated in Sculptris. Spheres, Triangles, Disks (my damn circular base!), Poles, Pillars, etc. All made to be easily manipulated in Sculptris i.e. with small lightly rounded high poly corners. Would be aawesome. I could easily not only build organic models but also very technical models. Which brings me to my next suggestion...

Inorganic Modelling - There is absolutely no reason why Sculptris can't be good at Inorganic Modelling. Sure it won't be as effecient as pure poly modelling in CAD or programs that specialize in low poly count topology, but who cares. I use Sculptris, not the others. Two things would greatly help this. One, plenty of base geometric shapes in which to edit. Again, it was funny, making all these complex shapes to form awesome organic beings, weapons, terrain etc, and then when I needed a simple rectangle or flat circular base, I just sat there pretty much screwed. So great base shapes would help a lot. The second thing that would greatly help Inorganic Modelling in Sculptris are tools. Pinch, Flatten and Smooth are great for making man-made/less organic shapes. But having a certain number of brushes with harder edges or unique shapes would also help as well. Scaling such objects is another topic but no biggie. Flatten is good and its options for Angle and Lock are decent but when it came to making really nice angled edges on bladed weapons or on hard shapes, it didn't have enough strength or as much of an edge as I would have liked. I think another tool Called Honing or Shaping that really angles down part of the mesh in accordance with your viewing angle would be really nice. The Smooth Tool set to Invert works well at that but something dedicated to it and plainly obvious to beginners would be great.

Chisel Tool - Would also be nice. Something that cuts an angled wedge into a shape at varying brush sizes. It would be like and Inverted Crease Tool but would leave a hard sharper angle. Great possibilities I think! Also inverting such a tool would be fun as well. being able to not only adjust the tool's overal size but also the thickness of the chisel would seriously rock. (No pun intended)

File Identification - For some reason I cannot click any Sculptris files to double open them as it will crash the app. I always must use Open or Import OBJ. That's cool, but sometimes it would be easier to just double click the file in the folder I am in rather than go hunting.

Detail-ometer! - The Detail Bar/Meter that sets how much polys are introduced to a mesh as you work on it, would be nice if it had a percent value next to it that you could click and type in. That way you could always type in something you like at an exact percent. Another bonus would be to have a global/non-global setting for it under options so you could apply Detail per selected mesh. If this was the case and you had non-global selected, then you could type in a default that all new/imported meshes would automaticlly use.

Undo/Redo - Dude. Dude! This was very surprising that Sculptris didn't have something as base as Redo. ctrl+z=undo. ctrl+shift+Z=REDO! It was a pain because I would be zipping through my undo's then accidentally go one to far and that is it. Screwed. So what I would do currently is save after a few undo's when I felt I was coming close to the exact undo where I wanted to be. If I screwed up and went to far, I could always load and keep that important step I needed, albeit at the cost of a few others I didn't want. Would also like the ability to set how many Undo/Redo's are held in memory. 11 is nice but pending the type of work I could use more (like detailed dimpling with a brush or fast and furious brush strokes). Sometimes I just tear ass in the program like I am painting in Photoshop which is quite fun. Also racks up the undo's!

Grid - It would be nice to have a faded grid in the background so when I hit Z to align to a hard view, I can line up objects along a faded grid in the background. I would like an option to turn this grid on and off with a key command. No different than Photoshop really with Show Grid/Guides etc.

Guide Lines - This is just something for fun or wierd I guess. I would be able to create a line that I can use for a guide, rotate it, move it around, and under its options I would like to be able to Lock the Guide Line as well. So it can be selected and moved and deleted, but when locked it would just stay in place. This would really help for coordinating certain modelling, especially inorganic modelling.

Room - Sometimes when I work on objects and am moving the camera around them working, they will start to dissapear in the background. I don't have fog or anything on so I think they are bounding past the Sculptris Modelling room. One issue I kept running into is that I had no idea what the size was of anything I was working on. Which brings me to...

Ruler/Measurement Tool - A simple tool in the toolbar that when selected would let you click a start point and click a end point and under its options palette would tell you how long that measurement is. Very simple really. It would be nice not to have to rely on third party programs to correctly size your work. In the Options Palette you would be able to set the type of measurement you would want to use, wether it be inch, foot, millimeter, meter, centimeter etc. Some advanced thoughts for such a tool would be when you click it, it "turns" on and stays on like the Symmetry Tool. This would allow you to draw out a measurement along a line and leave it there as long as you like while you move a mesh along side of it to scale it etc. Then if you held shift and clicked again, you could draw out more measurements without losing the previous ones. When you unclick the tool itself, it would erase all Rulers on screen. Drawing Rulers on screen would be done with a right mouse click or left+ shift or alt click that way youu could draw a ruler and still click on other meshes and use other tools like rotate and scale to properly size the mesh all without turning off the Measurement Tool or accidentally drawing new rulers.

Dimensions - When I select a mesh, I would like the boxed Dimensions of that mesh shown in a selectable measurement ie inch, foot, millimeter, centimeter etc etc. When you click on a group of meshes or grouped meshes it would ideally give you the overall selected boxed measurements (XYZ) of those meshes. This could be put near the files mesh count and selected mesh's poly count. Or in a specific palette unique to a mesh's options.

Zeroing - I heard somebody talk about "Zero'ing" a 3d model out for print i.e. standing it evenly down and facing it forward. I love hitting Z in Sculptris and snapping to the nearest hard camera angle. I think it would be cool if you could select a mesh then hit Zero in the tool palette and it would take the overall bounding square dimension of the mesh and snap it straight. If you didn't liike the side it snapped to you couuld rotate the model a bit, hit zero again and it would snap it to its nearest edges again. In theory it is kind of like snapping the camera, but instead you are doing it with a invisible box that would go around a mesh. This same invisible box would also tell you details like the mesh/es dimensions etc.

Cutting Models Up - Like a chain saw or a butches blade. I would like a simple 2d rectangle to appear. It would have little draggable boxes on all corners and in the middles as well. I would move the 2d rectangle through the mesh I wanted to cut in two. I would click and drag on the little boxes to size the blade to cut through the mesh. I could even use the right mouse button to move the 2d blade around like a positioned camera to angle it exactly how I wanted. When done, I would like to be able to hit a clickable button in its palette options that says Cut. It would instantly cut whatever meshes it is going through and they would be two seperate meshes now and would be fully closed where the cut was made. There would be some issues on how many polys to use to close the mesh that was cut. The Cutting Tool could simply use the same Detail Level the Mesh is set at (or Detail level the file is set at if Global). This would be a invaluable tool and incredibly simple to use.

Intersect Objects - Or what I call poking holes in crap. It would be a great way to model joints, remove certain areas of a mesh, or even make really cool organic shapes with in-organnic shapes sticking in them. Basically it is similar to cutting a model up but you would be using another mesh as the blade. You would simply select the Intersect Object Tool which would then highlight. Select the mesh you want to use as a Intruding Object. Move the mesh into/trhough whatever other meshes you like. In the Intersect Object's Option Palette you would have a clickable button named Intersect. Click it, and whatever the selected mesh is currently going through, it will dig that space out of any unselected meshes that it is in contact with. Very easy, very cool, and again, it would use the Detail Settings of those meshes to reconstruct the dug out meshes. This could be used in toy manufacturing of pieces and parts like joints, or to make very cool shapes that combine organic with inorganic elements.

Work Windows - Opening multiple file windows at once, tabbing between them and copying and pasting meshes between them. An advanced feature would be clicking and dragging files from one window to another. Not really needed but interesting I guess. Would work great with multiple monitors...

Transparency - I really dig Sculptris's Hide feature. Works great. However sometimes I would like to note completely hide the model but fade it to the point where I can work on the mesh I am focussing on, but still see the other mesh so I know what I am doing in relation to it. This would be a simple setting per mesh.

Mesh Options - Similar to the Options Palette for tools but this would be for each mesh you click on or a group of meshes. Think of this like layers in Photoshop. But instead of layers, you are applying the properties to individual meshes. Basically you would have a simple palette that would have the Mesh's Boxed Dimensions and some other things such as: A transperency Slider that can be moved or typed in to set the transperency of the mesh. A Lock Position Button that would lock the mesh in place and keep it from being moved and a Lock Sculpting Button that would keep the mesh from being edited in any way. This way I could work around complicated files with many meshes, lock some, make some un-editable, make some transparent to better fit and scullpt things etc. I think it would add fantastic usability from the goruund up.

Reduce Selected - When I was emailing my friend all excited about using Sculptris and mentioned I had to use the Reduce Selected Tool, he said send him the file and he would reduce it. I told him why, I did it just fine. He said he could do it better. So after emailing him my model and getting it back, he wasn't kidding! He used Zbrush's Mesh Decimator. Plugin? Anyway, if it is, I would drop Reduce selected and have Mesh Decimator as a Tool Button and have it load the Mesh Decimator Plugin when clicked. I looked at what it can do on Pixologic's Website. Freakin Awesome!

Small/Large Scale Modelling - Working on imported objects that I have resized that are small in the area millimeters, you cannot zoom in on such imported objects. Would be nice if Sculptris just could keep zooming in.

Last View - Would be nice is Sculptris saved the last viewing angle and zoom level of your file when you saved. This way when you open your work again it would be exactly where you left off. Just something I thought of.

Separate Tool Settings - Tool Settings such Size and Strength are set per tool (Unless you have Unify Tool Settings on) but I would also like Invert/Lazy/Airbrush to also be set per tool. As it is now, they are universal.

Tool/Palette/Interface/Settings Import/Export - Ability to Import/Export Sculptris Tool and Palette Layouts as well as Brushes, Materials, etc into/out of same version of Sculptris. Makes multiple users at one work station feasible. Also great easy import of settings at home from work or viceaversa.

Rotate - It would be great when rotating a mesh if you could hold down shift and have it rotate in 45 degree angles along a main grid the program uses for zeroing stuff out etc. The overal invisible box that defines the mesh would rotate along these hard angles. Would be nice for alignment of various items, imported shapes etc.

64 Bit Support - Memory, computing, ram. Nice. I have no idea what I am talking about. People just want this. I run 64 bit with 8 gigs of ram. I don't care as much about the 64bit wide data path as much as I do having access to more ram to bully those polys around.

Rigging Models - For Posing! Nah I'm just screwing with you. That would be a different app. :?)

Photogenic Mountain Dew - I would like a case of mountain dew and a disposable camera to be delivered with every purchase of Sculptris. The resulting and most alarming nude photos of sculptris operators will be worth their weight in gold bullion.

The End - I don't want to make it seem like this would be a competing program with Zbrush but if its from the same company, then who cares right? I am sure Maya and Max have many similar features and they are owned by? Better to compete within than without I think.

All of these suggestions would add a handful of tools and more options to click when a tool is selected. That's it. No drop down menus, nothing. Just more tools and added functionality.

After working through Sculptris, tried Zbrush demo again. I figured out with a lot of confusion how to bring my Sculptris Model's into it, put different materials on them, rotate, scale the model etc. It still doesn't make any sense to me. Photoshop is nothing to me, but Zbrush is just so confusing I am impressed tons of people have learned it. I feel like they either had someone teach them or I am just plumb dumb despite having learned over a dozen major apps on my own with zero documentation. Tried a Mudbox demo for fun. Could make a sphere and push it around, didn't feel nearly as good as Sculptris. But I was able to rotate the camera and move some things! After that I tried 3d Coat. So far, outside of Sculptris, if you held a gun to my head and forced my to use something else 3d coat seemed... Approachable. But hey, just up the poly count/memory in Sculptris through the roof, give me plenty of base shapes to play with and I am yours. Everything else I can figure out a workaround for if need be! I have been doing that so far!

Again, thanks Doc...

My 1st character thread - http://www.zbrushcentral.com/showthread.php?p=732998#post732998

dreamz
09-11-10, 12:44 PM
Oh, my goodness! RogerX, you are utterly terrifying! :cry:
I find that level of detail mind-blowing.
I think the only thing you missed out was a Sculptris bread maker plugin. :lol:

RogersX
09-11-10, 04:04 PM
Oh, my goodness! RogerX, you are utterly terrifying! :cry:
I find that level of detail mind-blowing.
I think the only thing you missed out was a Sculptris bread maker plugin. :lol:Lol, sorry, I am a bit wordy so I don't get misunderstood. :o
Actually I never even thought about plugins to any extent other than Mesh Decimator. And I am a sucker for fresh hot bread...

dreamz
09-11-10, 06:50 PM
Oh please don't tell me I've given you a whole new book to write on this thread about plugins! Shush now! Let's just sit quietly and eat our bread. :lol:
I'm kidding of course. :p

edtuckerartist
09-12-10, 08:48 AM
Chisel Tool - Would also be nice. Something that cuts an angled wedge into a shape at varying brush sizes. It would be like and Inverted Crease Tool but would leave a hard sharper angle. Great possibilities I think! Also inverting such a tool would be fun as well. being able to not only adjust the tool's overal size but also the thickness of the chisel would seriously rock. (No pun intended)

How about just adding a slider to alter the angle of the crease tool?

RogersX
09-12-10, 01:34 PM
How about just adding a slider to alter the angle of the crease tool?I like the Crease Tool and arguably use it even more than the Draw Tool. But my main issue with the Crease Tool is that it seems to create a rounded slope down to the tool point. This is fine unless you want harder lines for swords, armor, vehicles etc. If you increase the strength, it almost has a inward Pinch effect which is too distorted. So what I end up doing is setting Crease to Lazy, create my line, then I go over it again, and sometimes a third time with a little more strength. This gets it really nice, clean and deep. To get rid of the rounded slope effect I sometimes use the Flatten Tool with Angle on and then have to run it down both sides. This way you get a nice in-organic edge. So I thought a chisel type tool in which you could adjust the fatness of the edge/wedge would ideally combine the idea of the Crease Tool with the effectiveness of the Angled Flatten Tool. Technically you could just do what you said, but include a little checkbox for the Crease Tool that says "Hard Edge" and a slider for angle! ;)

RogersX
09-13-10, 06:07 AM
I wanted to make a free floating necklace for a character. Tried and the result was not so good. Imported a ring and again tried but it kept heavily distorting after moving it and shaping it to conform to the mesh's body. Which gave me an idea for another tool.

Toothpaste Tool - Basically I was thinking, unless you start from a base shape, you cannot really create a mesh. So then I thought, what about something like the draw tool, except when you use it, it doesn't modify an existing mesh, it creates a new one in a tube shape. Now of course you could just import such an object, but this is much more unique. Basically you would select this tool, and click and drag in an empty area, like next to a mesh, but not on a mesh. It would then start to create a tubed mesh. Wherever you drag the mouse, it would create that mesh as if a snake, like you were holding a tube of toothpaste and squeezing it out on a table top, winding all around.

The beginning and ends of the created tube would be totally flat. The Toothpaste Brush Size would determine how fat the tube is and of course you could always use Scale on it later. I also thought a cool feature would be a checkbox in its options that says Rounded. This would mean it creates a round tube. But if you uncheck rounded, a little box appears in which you can type in a number, from 3 to whatever. This means you could create winding tubes with 3-100 sides or whatever or just click rounded which would be the most sides to look smooth like a circle.

With this tool you could create all sorts of hoses, wires, pillars, frames, bases (ie it would just be a short drag on the tool and you could make a round, square, hex etc base). If you held down shift while using the tool it would run it in a straight line as opposed to free drawing where you could snake it all over.

From what I recall, the way I've seen this done in other 3d programs (I might be totally wrong) is they draw a line and then tell the program to somehow extrude from that line an outward shape or something...

Anyway, one of the hurdles I can think of is when trying to push or move this into position to match the surface of a mesh like my failure in making a necklace, you would end up distorting the tubed mesh you made by using Grab. Even when I set limits on Grab and pushed the necklace rather than pulling on the outside of it, the polys ended up twisting and tearing eventually. So I was wondering, should there be a tool for manipulating objects like a Push or Position Tool, that keeps the inner volume intact but allows deformation of the object? Or just a simple option under Grab that can be checked off that says Keep Volume? This way you could separately manipulate sculpted clothing, adjust tubing etc.

Technically that would mean you could make a new sphere, check off Keep Volume and grab the sphere and stretch it out to make any snake shape you desired. That would pretty much negate the use of Mr. Toothpaste, except that the toothpaste tool could create tubing/pillars with numerical defined sides...

Sorry, I woke up way too early today.

Mr.T
09-13-10, 09:12 AM
While trying to paint I found difficult to choose a color, change it, then get the old color again. (like color palette)

There is no Eye drop color picker (except if I missed it somewhere), it would be nice I presume.

If both of these are already in Sculptris please direct me :D

SporkFuMaster
09-13-10, 09:32 AM
@Mr.T That's one of the few that I can answer...:D Hit the "C" button and click on the color that you are wanting on your model.

Though that would be a great addition. To be able to select your color with either a hex code, RGB numbers, or something that would ensure that you were able to always achieve the same color anytime you wanted.

Mr.T
09-13-10, 09:46 AM
@Mr.T That's one of the few that I can answer...:D Hit the "C" button and click on the color that you are wanting on your model.
Oooo thanks a lot! :tu: Was it in the documentation? I must have missed it I was sure I searched for "color picker".


Though that would be a great addition. To be able to select your color with either a hex code, RGB numbers, or something that would ensure that you were able to always achieve the same color anytime you wanted.Yes I think it's really something useful, you can define a "color palette" or enter the code each time you want to use one of the predefined colors.

RogersX
09-14-10, 07:24 AM
I added some materials for the first time (Or rather copied and edited the default ones :D) and one thing that would really be nice is the ability to delete Materials and Brushes from their selection screens. If it is too complicated to send them to the trash, a collected temp folder would do nicely as well. Brushes has a Remove All button, but a delete button would be great for them and Materials. Going through a lot of materials, tabbing out, typing in text which ones to toss, tabbing back into Sculptris, finding the next one etc. When done closing Sculptris, then comparing the typed list and deleting the ones that I didn't like. (Can't delete Materials with Sculptris open because it is holding them in RAM and Windows refuses to delete them...)

Wildroo
09-15-10, 03:12 PM
Really want to make Sculptris a hit?
Add a version of ZSphere/ ZSketch to it!

Seriously, ZSphere is what really makes ZBrush a hit and makes it stand out from the crowd. If you could add a feature like that to Sculptris, ESPECIALLY if you could include the new ZSketch build setup, it's become an instant hit (Well, more then it already is!)


the main thing I hope you do is keep the interface fairly simple like it is, rather then a cluster of menus like ZBrush is. (I saw a thread that showed a good interface design for it, but I can't find where that thread went to. )

Creidhne
09-16-10, 11:31 AM
It's been said already, but I'd love to have a color picker and palette. Then you could define a bunch of colors before you start painting.

Another thing that I'd love to see is a way for re-enable symmetry. More than once I've turned symmetry off to work on detail only to realize that I have a bunch of symmetrical work left to do.

Being able to merge multiple objects would be wonderful.

One more thing that I haven't been able to figure out, is how to ungroup objects.

Other than that, I love this program. Keep up the good work guys!

dreamz
09-16-10, 03:46 PM
Colour picker:

In your image program of choice, make a palette of the colours you want. Save image.

In paint mode, enable texture brush, click on texture box, locate folder with palette image in, select image.

Apply the image to your sculpt as a texture with your brush, at full strength and hardness. somewhere out of the way, eg. a leg.

Disable texture brush, enable paint brush. Hold C key while LMB on colour you want to pick. You have your palette and your colour picker. Problem solved! :D



Grouping and ungrouping:

Ctrl + A selects all

Ctrl + D deselects all

Once all are deselected, you can then reselect object with LMB.

Shift + LMB selects a number of objects, one at a time. :D

RogersX
09-17-10, 08:02 AM
Render Button - Click it, under options would be a resolution you could type in. After that hit render and it would save your current screen as a high res image. I know there is a screen shot button. It is good but limited to screen size.

Also, emphasis again on tools and base start shapes for non-organic objects. I would love for Sculptris to be known as the best modeling program, not the best "organic" modeling program which greatly handicaps its perceived and professional use.

Bignose
09-17-10, 09:52 AM
It would be great to have some kind of control on the default brush to be able to adjust its falloff radius.

And a better control on the user brushes would be nice too. After all, with dynamic tessalation it shoud be possible to specifiy the desired sampling level.

As it has already been asked, a shortcut to popup the tools palette under the cursor would be nice.

Otherwise, what an amazing little application !

Creidhne
09-17-10, 10:32 AM
@ Dreamz

Thanks a million. Though it'd still be nice having a color picker, this workaround will definitely solve my problem. As for selecting objects, I figured there had to be a way, but I was just missing it.

SeanJM
09-17-10, 10:33 PM
This a right click that I would like. The main idea that I am thinking is that all the tools can be accessed by right click. Including Panning, Zooming, Rotating around the model and brining up gizmos which occupy the same relative space in the UI.

I dont know about you guys, but I am getting some serious pain in the wrist and hands with all these designs that utilize the tablet AND keyboard.

right click nav 3.jpg (http://%3Cfont%20color=%22#9A9A9A%22%3Eright%20click%20na v%203.jpg%3C/font%3E)

SeanJM
09-18-10, 10:08 AM
screenshot_of_icon.jpg (http://%3Cfont%20color=%22#9A9A9A%22%3Escreenshot_of_icon .jpg%3C/font%3E)

[...] 7. Larger icon compatible with larger taskbar, docks, etc. And an icon that support usage within Windows 7 pin functionality. [...] Attached is the Icon file and the source file for the logo. All you have to do is create a shortcut for Sculptris, and assign the new logo to the shortcut, and you will see the high resolution icon instead of the low resolution one.

And you can pin the shortcut to the taskbar. :-)

RogersX
09-18-10, 12:51 PM
I would like the animated Turntable to have a slider so the user can adjust how fast it turns. (I would love it a lot slower)

Lazy function on various tools, would like to have a slider to adjust how heavy it drags.

SeanJM
09-18-10, 04:07 PM
Real Time Anatomical Reference Model in a floating window.

Wildroo
09-18-10, 09:37 PM
Brush Scale Subdivision Correction: The Detail level should correct itself when you change the brush size. This is to say, the amount of detail added when the brush is large should be more then the amount added when you shrink the brush size.
(Right now shrinking the brush appears to increase the LOD added, but it's the SAME amount that was being added when the brush was larger. I hope that makes sense.)

Combine: Combine multiple objects into a single mesh. Although you can select the meshes and work on multiple objects together the separate meshes cause a problem when you try to smooth the edges where they meet.

I SUPPORT THIS!
I definitely want standard movement handles (Translate, Rotate, Scale) like traditional 3D applications have (something I'd have thought ZBrush would've added by now.)


right click nav 2.jpg (http://%3Cfont%20color=%22#9A9A9A%22%3Eright%20click%20na v%202.jpg%3C/font%3E)

xenoforge
09-19-10, 04:43 AM
Is there a way to save the animated turntable as an *.avi or *.mov ?
I could use FRAPS or something like that, but maybe its possible to
include that option in the next updates?

RogersX
09-19-10, 01:45 PM
Is there a way to save the animated turntable as an *.avi or *.mov ?
I could use FRAPS or something like that, but maybe its possible to
include that option in the next updates?That would be sweet. It would make a dope little screen saver you could pop open in an instant.

rosehorse
09-22-10, 04:10 PM
I'd love a cut tool so I can easily get rid of parts that I've messed up, and start again.Same here!

SeanJM
09-22-10, 08:22 PM
Cobalt_01.jpg (http://%3Cfont%20color=%22#9A9A9A%22%3ECobalt_01.jpg%3C/font%3E)

3dassets
09-22-10, 10:44 PM
I think Sculptris should just complement Zbrush in free form modeling and a slight improvement being able to pose and render or generate decimated model for export is good enough, maybe target the younger users to become Zbrush costomer later.

As a professional, I like being able to sculpt freely and reduce excessive geometry at early stage of project development.

Mr.T
09-23-10, 02:23 AM
A way to display a reference picture would be great, adjusting it's opacity
and position.

When I work on a dual screen workstation it's not a problem I can have
my reference open on the other monitor, but when working on a single
monitor the back and forth to switch between Sculptris and the reference
picture is a little bit annoying.

CaptainNemo
09-23-10, 02:53 AM
Very nice design SeanJM!
so nice and so handy ... :tu:

Mr.T >> you can use Forground Reference Utility (http://blenderartists.org/forum/showthread.php?t=188750) , til we have it on Sculptris.;)

visgoth
09-23-10, 02:55 AM
There's only a few things I'd really like to see in Sculptris.

The first being per object symmetry, so I could have both symmetrical and asymmetrical objects in my scene.

Some way of locking / unlocking selectability of objects. I normally use separate spheres for eyes, and tweaking around the eyelids often results in me accidentally selecting the eyes due to a mis-click.

But above all else, I'd love it if the brush didn't "bleed" across to other surfaces. This picture shows what I mean:

Untitled-1.jpg

Sooooo frustrating, and it makes working on things like hands, feet, armpits, etc way more of a chore than they ever should be. I think the only time I'm not smiling while using Sculptris is when I get to these areas :)

Mr.T
09-23-10, 03:04 AM
Mr.T >> you can use Forground Reference Utility (http://blenderartists.org/forum/showthread.php?t=188750) , til we have it on Sculptris.;)Wow great! Thanks a lot it will surely come handy :tu:

Knacki
09-23-10, 05:05 AM
Cobalt_01.jpg (http://%3Cfont%20color=%22#9A9A9A%22%3ECobalt_01.jpg%3C/font%3E)This is awsome!
Very practical for tablet work and very nice looking too!

I like it a lot. I find myself often using the mouse and keyboard because it's still much faster for me. This menue would help a lot.

About visgoth bleeding point:
Sometimes it's quite good i.e. during dragging with a big brush, sometimes is really anoying.

Masking is one solution. Not always easy.
Pressing H and clicking LMB or RMB to draw a retangle over the area you would like to hide or isolate is sometimes a quicker option to prevent unwanted bleeding.


Locking or freezing Objects and still keep them visible is a nice feature.
Maybe an option between "vertices" view and "look through"
Just lock or freeze would help already.

The "cut" tool to get rid off messy areas would save a lot of time.
Just cut and automatically create two objects and fill the holes.
Nothing complicate.
My workflow is sticking mostly in deleting thin "worms" I drag out before and it#s too late for undo and no actual backup has been done to go back.

Anyway it's already wonderful tool. I wasn't that impressed by a software since 20 years.

rosehorse
09-23-10, 07:37 AM
\
Very nice design SeanJM!
so nice and so handy ... :tu:

Mr.T >> you can use Forground Reference Utility (http://blenderartists.org/forum/showthread.php?t=188750) , til we have it on Sculptris.;)Just watched the video for it, and wow, that is going to be so incredibly useful! Awesome!

SeanJM
09-23-10, 09:46 AM
Very nice design SeanJM!
so nice and so handy ... :tu:
Thank you.


This is awsome!
Very practical for tablet work and very nice looking too!

I like it a lot. I find myself often using the mouse and keyboard because it's still much faster for me. This menue would help a lot.

Thank you, :-)

RogersX
09-23-10, 12:03 PM
Would really like a moving objects around to be its own tool. Am tiring very fast of using Grab, then accidentally moving the object instead of manipulating it. Something akin to Photoshop where the ctrl key is always move is just nice. IE remapping keys. I use Grab a lot, and when you are switching between tools trying to keep a fast and smooth work flow it becomes mind numbing to remember whether you had Scale, Rotate and Grab set to Global or not in the span of a few minutes as you fly between them all with hot keys, moving, adjusting, grabbing etc not to mention the dual settings for the Draw, Flatten and Crease tools.

SeanJM
09-26-10, 07:26 PM
More interface designs revolving around tablets
Cobalt_03.jpg (http://%3Cfont%20color=%22#9A9A9A%22%3ECobalt_03.jpg%3C/font%3E)

koshey
10-06-10, 08:42 PM
Another very useful thing would to be able to enable and disable symmetry without loosing or adding detail.
Right now i can do the basic model but anything else i have to do externally because most of the time whatever i am making is not perfectly symmetric.

3dassets
10-06-10, 10:31 PM
That would be Zbrush than Sculptris, the workflow should be making a symmetrical model at first and it off to sculpt/pose the differences.

koshey
10-07-10, 01:05 AM
Actually i find it wasier the other way around.
Sculptris to flesh out the creature/object, zbrush to finalize it polish the details. Sculptris handles much nicer for me.

And actually scratch out zbrush i find it really convoluted in both controls and interface, i prefer 3dcoat for extremely easy and fast retopo+paint, AND i have an option of using PTEX once i figure out the rendering part.

3dassets
10-07-10, 03:41 AM
I am referring to Sculptris users alone who don't use other programs, to first build the model in symmetrical and turn it off to pose and add unique details later. This program reminded me of Amorphium long time ago before Zbrush and this program should remain for very young user to just about anyone.

Create another version meant to upgrade for the serious user serves all, by itself, it is indeed a gift to everyone.

sebastiao rocha
10-09-10, 08:56 AM
Hi all
im new here but i have this first question:
i wanted to use ALT-LMB to rotate and ALT-MMB,ALT-RMB to zoom and pan.is it possible?how?
i also wanted to use CTRL to invert brush action.
lets say i want comon style navigation like Maya,Silo,3DCoat,Mudbox!
is it possible?how?
thanks people

Wildroo
10-10-10, 07:25 AM
i wanted to use ALT-LMB to rotate and ALT-MMB,ALT-RMB to zoom and pan. Normally I would agree with you on this compared to other similar programs for the mouse, but once you start into using Scupltris you might also find yourself trying to use its controls in the aforementioned programs! :D




lets say i want comon style navigation like Maya,Silo,3DCoat,Mudbox!
is it possible?how?
thanks peopleIf you mean using the QWERTY controls like Maya or having handles you can manually select and move: I completely agree with you!

rosehorse
10-11-10, 07:46 AM
I'd like a feature to 'tack in' things like creases, nostrils, folds, etc, so they stay put in the geometry and don't get 'un-tucked' when working the area nearby.

SeanJM
10-11-10, 01:56 PM
I'd like a feature to 'tack in' things like creases, nostrils, folds, etc, so they stay put in the geometry and don't get 'un-tucked' when working the area nearby.Have you tried masking areas you don't want to change?

rosehorse
10-11-10, 07:56 PM
No, I haven't, I'll try that, thanks!

SeanJM
11-05-10, 03:44 PM
Sculptris is a fine tool, because it is so simple
and easy to use. It's a perfect extension for
3D-Modelling/Sculpting activities.
IMHO featureism is contraproductive to Sculptris.
If you want more features, use a full-size 3D-Modeler.

The improvements I wish, are more of qualitative
nature. Means:

- More stability (less crashes)
- More performance (if a model have a lot of triangles).
- Free defineable pathes for the different directories
(Brushes, Materials Models etc.)



More Brushes
Stabiliity even when editing large meshes
Texture export should be on a unwrapped UWV map, and not these"patches"
Modeling even after/during Painting
Painting on non symmetrical meshes
Lights (Setting and positioning Lights)
Normal Maps export simplified (always getting weird results, see "patches")
MaCrea or similar function integrated into Sculptris.
User-based categorizing of materials (e.g. "Skin" "Metal" "Clay" etc.)
Complete Dokunentation as PDF


I would like to see a lock ring. (a brush ring that can be (locked) in grab then when you rotate your sculpture LorR you can pull at that new position)
Does anyone even know if there will be future updates to sculptris? Don't you think Pixologic will try and include the triangulation feature in zbrush 5 and abandon/kill sculptris?
Don't get me wrong, I would love it if sculptris was more to pixologic than a thwarted possible competitor, but is it really that probable?

Anyway, my wish-list for any future sculptris updates would include many of the features already mentioned, but also:

* the possibility to join different parts of a mesh
* spray feature for bump, color and sculpt
* the possibility to "freeze" a mesh (simply masking does not do the trick if you have several meshes), without hiding it


I would love to see first an organized sculptris forum.

One where you will find those feature requests under "support"
That would avoid starting same threads just with new people:
http://www.zbrushcentral.com/showthread.php?t=90711

Second there have to be a gallery with professional done sculpts.
Just to see what is possible for newbies and to get fresh minds in here.
The sculptris community seems to have lost a lot of talented people due to the zbrush fusion or less interest??
This is a petty.

This doesn't mean only anatomically correct monsters never lived Just cool stuff done by people interested in what they are doing.

This is making this software absolutely unique and special and I love it!


Updating the real soft?
1. Reliability and performance
2. Hard surface improvements - some kind of vector brushes if possible.
3. Retopo done by the doc. himself.
4. Paint no one way - if possible.
5-1000. Keep it simple!!

Cheers,

Knacki
The only thing that consistently comes to mind in terms of a future wish would be to hit F11 and enter fullscreen mode, dropping over the taskbar and hiding the titlebar. That, and any potential performance upgrade at super high polycounts - but I guess I could just get beefier hardware. I still think Sculptris is tons more capable than people seem to give it credit for, though. Invaluable to me.
Another thing I would like is keyboard shortcuts for different views.
I'd wish a way to create clothes and other stuff right from the base model as separte meshes, as you can do with ZBrush.

Knacki
11-08-10, 01:09 AM
I would like to correct myself. ;)
-What I am really missing is a cut function.
Drawing a line with two mouse clicks and the object will be cut in the viewing direction like in 3D coat.
This a real sculptris like easy to use function.

-Like already said, simple boolean operations and an outliner for better work with more than one object.

-Last a switchable " fusion function like it is already done here:
http://vimeo.com/14986178

If the link is not working, it's a vimeo video called freestyle fusion. The author is calling himself "negativefeedback" - an omen??



Edit: One more for Materials. :D
If you add a Material, a second Material window will be opened.
If you add a third material, a third window and so on.
All windows have the coloured, hide and edit button.

This mix would be very nice to export to other app. I would love that.

RogersX
05-13-11, 05:02 AM
I would like a Hollowing Tool that basically lets you select an object (mesh), click the Hollowing Tool and move a slider or type in a percent and it would create an inner wall within the mesh that you can adjust the thickness of the selected mesh instead of just having the mesh be a mass solid object inside. This can be used for multiple things like quickly creating various mechanical structures or things with interior as well as greatly being used for 3d printing. 3d printing costs quite a bit of money still and is usually charged by the volume of the object being printed. When printing thick or fat objects such as vehicles or large statues it would be great to have this tool to quickly and easily hollow out the mass of a print whether to make it cheaper or to consume less material in the casting process such as resin casting. It would also be great if the tool worked when you selected multiple meshes although the results may not be ideal as you would probably desire the meshes to have very specific wall thicknesses. Anyway, then you could use a tool to punch a hole though the wall and the excess print material could fall from there. When it comes to non pressurized casting the hole could easily be plugged again. Anyway I think it would be a useful and powerful tool for many applications and also would open up new methods and creativity to how and what people use it for.

Thanks, Rogers.

WiKKiDWidgets
05-13-11, 05:45 AM
I would like a Hollowing Tool that basically lets you select an object (mesh),
click the Hollowing Tool and move a slider or type in a percent and it would
create an inner wall within the mesh that you can adjust the thickness of the
selected mesh Now that is an excellent suggestion! I covered how to hollow out a model for 3D printing in one of my tutorials (http://www.wikkidwidgets.com/tutorials/preparing-your-sculptris-model-for-3d-printing-at-shapeways-com/)using Blender. But having that native (I.e. Coded by GrandMaster DrPetter) in Sculptris would rock!

Good suggestion! RogersX! :tu:

OsakanOne
06-25-11, 09:35 AM
I can't seem to find anything resembling a list of layers or objects in a scene.

Let's say I have 7 or 8 spheres and I'm sculpting each as a component to a larger object. How would I show/hide/lock editing modes for each?

Does this already exist? Is there a way to save each object as an independent file? Say I'm sculpting a powersuit over something like a human mesh I've already made myself and there are portions of the helmet I'd like to keep for another project. Is there a way I can export it then bring it into another project?

In this way I could produce a lot of variants for a client very very quickly.

It'd be nice if it were available in a list-form, considering some components are really small. Like the layers pane in photoshop, off to the right.

I do a lot of hard modelling but my god this software is EPIC for conceptualization on really complicated objects. I can literally sculpt exactly what I need without ever having to think about geometry then redo the topology for the final product. Beautiful. Simply beautiful.

holyenigma74
06-25-11, 06:05 PM
Yes, Sculptris needs layers badly.
the interface has lots of room to grow.
Layers like 3d-Coat or PS style..(i dont care for mudbox layer system )

camino1961
06-25-11, 07:16 PM
Layers?
That's what I have Zbrush for.
Sculptris is fine as is, especially Alpha 6.
That GoZ button is perfect and the fact
that they kept the interface simple and made
a few additions to Sculptris, it's perfect.:D

holyenigma74
06-25-11, 07:21 PM
Zbrush is so complicated,
i downloaded the trial last night and cant understand it for a second.. :cry:

I can use 3D-Coat easily, its a snap to figure out! Zbrush really needs to redesign

camino1961
06-25-11, 07:49 PM
The solution is simple,
create in Sculptris Alpha 6,
export to 3d Coat.

Sounds like a great match to me.

holyenigma74
06-25-11, 08:02 PM
The solution is simple,
create in Sculptris Alpha 6,
export to 3d Coat.

Sounds like a great match to me.i dont "own" 3D-Coat.. wish i did..
A friend of mine has it, i had the trial before, its nice and easy to use.

camino1961
06-25-11, 08:48 PM
Oh man, I sorry if I came off like a jerk.
I feel for you yo.

justadeletedguy
06-25-11, 09:03 PM
Didn't we already have this thread ?

pilaster
06-26-11, 04:21 AM
I didn't read the whole thread, so I don't know if these have been mentioned before or not, but some featured I'd find really helpful are:

- Mesh section deletion (remove selected triangles and fill the resultant hole in the remaining mesh with new triangles.) That process can be done manually in ZBrush, but it'd speed things up a lot to be able to do it right inside of Sculptris. It's useful for lopping off unwanted protrusions that didn't work out (tails, limbs, etc).

- Clicking on a separate object that's masked currently unmasks it. This makes it hard to do anything with the unmasked areas of another separate object around where they overlap. It'd be a non-issue with a layer or "subtool" feature to keep them separate, but in the mean time a different shortcut to reverse the masking between objects would solve it.

justadeletedguy
06-26-11, 08:44 AM
You can use the 3d-Coat trial to retopo long after it expires ... will still export object.

holyenigma74
06-26-11, 10:05 AM
You can use the 3d-Coat trial to retopo long after it expires ... will still export object.Ahhh.. didnt know that..

alonzo
06-26-11, 10:48 AM
really... well I think, a lot of people don't that... maybe it's just a bug

RogersX
11-08-11, 07:36 AM
Maybe it is stupid, not sure...
Basically I was thinking of a feature that would let you apply a textured pattern or brush to an entire selected mesh and then control the spread of it and the depth with sliders as long as you are in Sculptris. I'm not talking about texturing, the best way I can describe it is this:

Picture a chain mail type brush pattern. You would maybe drag it over a mesh and it would make little rungs as you dragged the mouse over it. Now what I am kind of picturing here is a tool that would let you apply that brush to a selected model, then with sliders you could:

1. Change the direction/orientation of it.
2. Change the size of it on the mesh, i.e. how big would the brush pattern be on the mesh.
3. Change the depth of the brush effect on the mesh, i.e. how deep does it push into the mesh.
4. This would be dynamic and live the entire time, much like layer effects in Photoshop where you can change and edit it as you see fit until the model is exported in which case it would finally be rendered.
5. This would work with textures as well (repeating textures would work best) where the depth of the texture or grayscale/hues would be translated as various "brush depths" on the mesh.
6. You could even apply multiple patterns to a single mesh, again referencing the chain mail, I could then click on the mesh, click on this tool, and apply maybe a rust type pattern onto the mesh so I now have rusted or worn chain mail. This way you could experiment with different patterns, textures and looks and change them as the model or need changes.
7. You would need a palette or area to click on the mesh and select which effects to modify if you put multiple filters/effects on it.

Sorry if this idea has been covered or is in another program :)

Knacki
11-08-11, 01:42 PM
You can't do exactly what you have described.
But there are lots of workarounds using alphas for brush or bump.
By changing the spacing in option menu, you are almost able to draw seamlessly.
Depending on the alpha you use.

Using SPACEBAR manu you can rotate the alpha by LMB click and drag on the Alpha pic.

Size limit is somehow 320x320?

Maybe this is already helping you.

RogersX
11-09-11, 04:21 AM
I know of the workarounds and how it is done traditionally. I am wondering if my idea can be created hence posting in Requests.

K.R.I.S
11-09-11, 09:43 AM
My only request is that Pixologic continues to develop Sculptris and not let it sit as a free app for "beginners" so that they buy the more expensive app the company is pushing.

justadeletedguy
11-09-11, 11:23 AM
Sculptris is a fantastic product as is ... and there's been a lot of good suggestions in this thread, although I don't believe many of them are even possible ... I would hope at some future time they would add some sort of Script window or custom button/keyboard shortcut so we users could personalize and help in future development. A function similar to Zbrush-"drop to canvas" could then be scripted to a button which would execute a combination of Sculptris functions (render and image and then open that image as a background). Other buttons could be set to quickly import custom shapes, rather than the sphere and plane.

Since much of the magic in Sculptris is done with images, I would also hope eventually some of the other images (mask, material channel) would be added to the export, so they could be edited externally as well.

Last I would hope eventually Sculptris would have a Render mode, where several models with several textures could be imported .. scaled and rotated into place to build scenes to be rendered.