1. #1
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    Default hi2all sketches

    Hi, I started playing with sculptris an year ago and I thought to show some of the doodles I've done since then. For a couple of models (funny guy and zombie) I used sculptris in conjunction with meshmixer. C&C are well accepted.
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    Click image for larger version. 

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    This is a brilliant start!
    Welcome to sculptris Main Forum.

    Keep it coming.

    P.S. The drowning man...haven't I seen this made with sculptris before?

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    EXCELLENT, not just a brilliant start.
    The first one is my favorite and the zombi like figure.
    Exceptional sculpting on hands, feet.

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    Thanks for the warm welcome, guys.

    @Knacki: You have good memory. Yes, I did the drowner for the 'plane genius' contest in the old Dr.Petter forum.

    When I worked on the zombie I tried for the first time to compose various sculptris shaders as rendering passes: in the end this model hasn't even been textured, in fact as you can see it's lacking bump maps, blood, veins and many other details.
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    Last edited by hi2all; 09-08-11 at 08:12 AM.

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    Default nice models

    i have problems making a pose in my characters and i see your characters are already posed any tips on how to pose them? do you use another soft or the rotate tool or you model already posed?

    i have tryed to use the rotate tool but even masking my model its a mess.

    tnks
    i see future in sculptris =) its a great tool.

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    Hmm... I don't know if there is a quick way to pose your models without the need of correcting the transformed areas afterward, but I think it's very unlikely (even with zbrush and its transpose tool).
    In my case, because those are just doodles, I pose them just after I have a solid base with a low poly count, then I start working on the masses adding detail; but in my case those are just doodles, they are not thought to be of any use other than a posed sculpture, so for me it's not a big deal anyway even sculpting a model in an asymmetric pose.
    Usually, after the t-pose sketch is almost complete in its masses you retopologize your model, complete it and eventually pose the low-poly version transferring the detail informations on it using exported maps. (you can find countless tutorials and 'making of' on zbrush forum)
    A not-so-quick solution could be of importing your models into a 3d modeling software that supports rigging like blender and pose your model there, but even in that case your model can't be that heavy to begin with, not if you want to manipulate it easily anyway.
    This is an interesting topic though, maybe someone else knows about better solutions.

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    Hello hi2all!
    Very impressive works you show here! The drowning man is excellent. Your models are really well detailed, how many tris do you work with?
    demmios: i also try to find a good way for posing. what i figured out (maybe someone else too) seem to work fine for me, this is the following.
    1. Create the T-pose (or whatever) model with low or medium detail
    2. Turn off symmetry
    3. Mask with HIDE option (it think it's more useful in this case than the original masking tool)
    4. Rotate/grab the visible parts (IMPORTANT: GLOBAL mode on!!!)
    5. Reveal all hidden parts (Ctrl+H)
    6. Smooth out the crunchy parts.
    7. continue posing from the 3rd point until it's finished.
    8. complete the model with the finer details.

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    Thanks esgeee.
    About the poly count I always stick to the motto 'the less the better'. Anyway, when I want to add extra detail for models like the dwarf or the zombie I can go up to 1.600.000 tris, but not more than that because I usually work with a 32bit OS and if I try to exceed that limit the program just crashes.

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    Quote Originally Posted by hi2all
    ......I can go up to 1.600.000 tris, but not more than that because I usually work with a 32bit OS and if I try to exceed that limit the program just crashes.
    Sculptris is 32Bit.
    Over 1.500.000 I have problems and sculptris crashes too.
    64bit Win7, 12 Gig Ram, 2 Gig Quadro 4000.
    Same on my mobile workstation with same specs except 8 Gig Ram.

    I think, It don't have to be your system Anyway it could also be mine and someone else can work with much more tris??

    P.S. I watched the old competition and found your entry. With fog it's a bit more mystical. Lovely stuff.

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    Well, with win7 64bit and 4gb ram I could exceed that limit a little but I was just retouching an already finished piece (the zombie) so I didn't really thought to test how much more detail it could really handle before crashing. Who knows, maybe other people are just more lucky than us.
    About drowner, I didn't find the old image so I saved a new one with another shader but yeah, the fog process was one of taron's tricks and the guy really knows his stuff. Thanks again.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Last edited by hi2all; 09-21-11 at 04:07 AM.

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    Well, I was wrong after all. As you said at 1.550.000 it crashes, no matter if you are working with 32 or 64 bit. My bad.

    New wip.
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    Eyes too big, hair looks great. Somehow, he reminds me of Michael J. Fox.

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    Quote Originally Posted by Serek View Post
    Eyes too big, hair looks great. Somehow, he reminds me of Michael J. Fox.
    That's Peter Falk!

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    Quote Originally Posted by Serek View Post
    Eyes too big, hair looks great. Somehow, he reminds me of Michael J. Fox.
    Damn, you're right. Thanks for pointing it out.

    Quote Originally Posted by xenoforge View Post
    That's Peter Falk!
    Wow, how did you even recognize him? O_O And here I though it was nothing like him... well, in the end I sort of liked the result so I decided to post it anyway.

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    hi2all, nice sculpt u have here. I like the redneck the most. About last head - hair should go more forward on side of skull. I is bit hard to me to explain this in english so see image:
    http://flagwallpapers.com/wp-content/uploads/2011/04/Brad-Pitt.jpg


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