View Full Version : Jetpack character sketch
08-04-10, 02:33 PM
I have been playing with sculptris for a while on and off since drpetter's old forum but this is the first full figure sketch I have done from the standard sphere so I thought I'd share it with the community.
I'm having lots of fun in Sculptris and find that the fact that the tools are quite coarse and unrefined actually helps me avoid getting bogged with detail and refining contours, instead I can just concentrate on the over all form and design.
HD turnaround can bee seen here:
Thanks for a great tool
Very nice. One of the more professionaly looking sculpts. What's the tris count if you dont mind me asking ?
Very impressive. From a single sphere! I've been using zBrush for a while now and just got Sculptris yesterday. This programme is what I wanted zBrush to be! Yes, ZB is a fantastic programme, especially for the pro, but I'm not in the business and Sculptris is just plain fun to use. For me ZB is like trying to pilot an aircraft when all I want to do is throw paper airplanes around! (Having said that I won't be givin gup on ZB ;) )
08-05-10, 11:14 AM
Just over 2mil triangles, it was becoming pretty unusable at this point because I had the detail slider on my brushes ramped up most of the time (even when not necessary) so if I wanted to carry on working in Sculptris I would need to go in and reduce some of the superfluous mesh density.
I'm going to retopo this in 3d coat however so that I can continue refining in another sculpting tool.
Excellent figure. Great sense of weight and posture, obviously you are a professional artist. ;)
I'm not a professional sculptor, but i too am finding that getting overall form and even details in the face (eyes, nose, mouth) and hands is much quicker in Sculptris, especially if you start from ZSphere's base. Gotta love that Crease brush. Then retopo, project, detail, paint in Zbrush.
The way you've stylized the figure is brilliant. I love the proportions, particularly the size of the hands. Very Impressive.
Nice sketch. Design is very cool. Look forward when this guy has more refinement. Last but not least: The hands are also my favourite part on that character.
Very beautiful sculpt. His tight pants (dont know the proper word) and curly shoes make me thing of a circus artist. :D
As far as the polygon count of your sculpt. It really shouldnt be necessary to work with the detail slider maxed out. Perhaps if your using a very small and sharp alpha but your probably better of switching to bump mapping at that point. At least thats my experience in sculptris.
I dont know if you know it but there are other optimization options in sculptris besides the optimize brush. "Reduce selected" will globally optimize your sculpt trying to keep the detail intact. However you can also hide parts of your sculpt in which case it will only influence the visible part.
And finally, for optimum control you can also use the mask tool to mask of area's of your sculpt you dont want to optimize. Or, alternatively, use invert mask (ctrl-i) to specifically target certain area's.
Remember to put the detail slider to 0 when you use the mask tool (shortcut Q) so that no tesselation will take place as you mask (which is what the mask tool does by default).
I think you'd be surprised how easy it is to optimize your model and get it back to a workable state inside sculptris. :)
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