Hey esgeee, Nice thread you have going here, lot's of good information. I'm new to 3d and your Deadpool Retopo
step by step was really helpful. I've been wondering on how to turn sculptris concepts into poseable models.
Does Blender have a steep learning curve? Thanks!
to MattC: Thank you, i'm glad if can help someone. Blender definetly has a steep learning curve when you are a self-taught artist. But it worth the time you spend with learning especially when you're on a low budget (like me). Thanks to the really active community there are tons of useful tutorials around (e.g. BNation, Bguru, BNerd). And of course there are many inspiring artists here at this forum who use this tool (you should check out some older posts of the threads of michalis and SeanJM, you will find the tricks you are looking for). Here's another fine tutorial: http://www.youtube.com/watch?v=icqPZ...eature=related
Further attempts on comp. This time I tried to "standardize" my method some way. This is a mix of what i saw and what i've tried to figure out. Phrases are not always 100% correct, anyway i hope you like it. Any comments/suggestions are welcome.
I tried blenders remesh modifier, and i just got my jaw dropped. THIS is what a sculptris-blender workflow really needed. Of course the manual retopo is much better, but this method is WAY FASTER.
1. Import your .obj and duplicate it (highpoly-lowpoly)
2. Apply the remesh modifier (wait for the next release of blender or grab a build from graphicall) (mode: smooth, octree: default remove: uncheck)
3. Add a multires/subdiv modifier to the lowres mesh
4. Project the details from the highres to the lowres (shrinkwrap)
5. Adjust the density with multires/subdiv until you get satisfying results
I agree with that. Does not work with complex sculpts whatever settings i use. However i think it is a big step forward and hope that it will be developed further. The skin mod also looks promising. If only sculptris would be evolving as fast as ZB or Blender or 3DC...