
Originally Posted by
SporkFuMaster
"The reason you can sculpt symmetric and asymmetric in Zbrush and Blender, is because the polycount doesn't change, and the symmetry stays with the Stroke, not the topology. Because Sculptris adds geometry, the only way to have symmetry is to have the geometry mirrored (Very similar to Wings3d mirror mode). Sculptris will never be able to switch back an forth, but you can always export to Blender to continue your sculpt."
You could still add the same amount of triangles within a known area on the other side of a sculpt without pulling those same triangles out on both sides. It's the same theory with a bit of a different practice. Sculptris could do it and there would never be a need for Blender.
"Honestly most of this thread and the many others like it is a waste of time. Even if DR.Petters was asking for input, most of what we've suggested would not be possible. Sculptris 1.02 - later renamed Alpha 5, was a 3mb download. Alpha 6 is 19mb, but most of that is the PDF. It's the very best at what it does do, but it's nothing more than a DOODLE PAD!"
I'm not sure why you feel it's a waste of time, nor am I asking. It's a thread that wouldn't exist if at least a few others felt differently. As it isn't necessarily just the same old wish list thread I could certainly explain that one further as could many others. As for most of what has been suggested being impossible, there isn't much that's impossible when it comes to programming. All it takes is an idea and the know how to make it happen. For many, they would like to do a bit more than just doodle and really love the program enough to make it into more than just a "Doodle Pad". While you may not believe that it is capable of anything more, why try to stand in the way of those that do? Pixo and Doc just may not want to hear anything about it. We may never know, but it hurts no one for the conversation to happen.
"You play, you sculpt, you paint and show it off. If you make something you really like and maybe wanna take it further, then you get a REAL animation software and do it there! .... Sculptris IS my Favorite for painting Textures, but I'm painting models I built in other software, because I wanna be in control of the polycount, the edge flow, the UV's. Dynamic Tesselation, Sculptris was the FIRST to have it, and it's the worst thing about it as well. It makes Noobs think Scultpris is Zbrush, and it's NOT."
While I understand how you use Sculptris, that does not necessarily make it the definitive, or only possible, way that it can, or should be, used now and in the future. I for one would love to see additional functionality with it and I can only applaud those who would try to push that forward in any way. I may or may not agree with everything, but that's only my opinion, not a fact. I still think that the good Doc is still working on a lot of improvements and haven't lost all hope that it's dead. We may not get regular, or even any updates on how it may be going, but that doesn't mean that absolutely nothing is happening. If they are able to read another thread with additional ideas and that gives them that extra bit of energy to finish what they are working on in order to release what they have so that they can start on the next set of fresh ideas to make it better, then I'm all for it.
If you start adding Retopo tools, then you may as well add box-modeling tools, cuz that's what they are, and then you end up with Blender. And I can get Blender for FREE .... so What were you gonna sell me ???
Again, not everyone wants Blender. I want the Sculptris flavored retopology. I want the Sculptris flavored booleans. I want Sculptris, but with little chocolate sprinkles...lol.