cool character. very clean and i like the sharp angles. excellent sculpt.
Flash ah ha leader of the univ... lol
He looks like he's straight out of Flash Gordon
Very well sculpted the sharp edges help give him deffinition!![]()
It's "... savior of the universe".
Anyway, the "What do you mean, 'Flash Gordon approaching'?" quote fits perfect to this sculpt.
Zombie Farm you are going to be a pioneer for Sculptris modelling.
Keep up the great work.
Fil: thanks!.. thats what I like about this thing is you can sculpt on low and high at the same time so nice soft transitions to hard corners
edtuckerartist: lol yea! thats a good idea for a cool graphic novel in this styleI'll add it to my other 500 side projects I want to do
Serek.. yep like I said cool graphic Nov...
MagicmodelL thanks ..maybe I will order a hard copy when I get to a point on one I like..
I wanted to see what I could do in one hour so... .hell girl one our sculpt.
Last edited by zombie farm; 07-29-10 at 02:06 PM.
So Im messing around in paint and it seems to be painting actual normal map nativity.. ie actual xy vector info ..not just bump. When you output the normal map its beautiful..does anyone else know of a program that paints actual normal map info?. I know Bodypaint doesn't.
Haha.. This post just reeks of that initial omg this is so awesome feeling that most people have when they try sculptris for the first time.
Great sculpts btw.
Im beginning to get the feeling that "corrupted" geo is a recurring theme. Its so easy to avoid that I'm stumped so many people run into it.Perhaps i should create a movie about how to avoid these kind of problems.
3dioot
thanks! I like this program because it is truly the only sculping package that lets you forget about the "tech" going on under the hood...for the most part you can just think about art.
So if you go into the reduce brush and get in close it looks like you can get it out.. any other way?
Yeah its why I love it so much as well. When you know how to avoid this corrupted geo you can sculpt without limits. Literally you never have to stop until you have what you want. I guess i really need to make a video on it. In a nutshell there are two things you have to take into account.
Because sculptris tesselates the mesh dynamically its important that you avoid geometry intersecting itself. Its not so bad if its a "big" loop like a hand touching a leg. But if its very close together like a wrinkle that you cut out deeply, then creased and then inflated too much you are creating a potential trouble spot.
The second thing is that while the automatic dynamic tesselating is awesome its only "one way". What i mean with that is that sculptris wont automatically "detesselate" when the surface gets smoothed or pulled together. This means its easy to "clump" resolution together. Be aware of this. This is especially easy to do if you drag towards the symmetry line.
The reduce visible and optimize brush are your friends. Reduce visible works on whats visible (duh) BUT its also a smart optimizing routine. It does look at the surface shapes and tries to only optimize where the shape will get altered minimally. I use this -all the time-. Just press it a few times until you see it goes to far then undo once or twice. This keeps your mesh clean and fast.
The reduce brush is also your greatest friend. You can use this not only to optimize area's (its easy to get more detail then you need) but you can also use this to bring area's in sync with eachother. What i mean with that is that they both have the similair resolution. Too harsh transitions in mesh resolution are a bad thing eventhough sculptris does a wonderful job at it. If you drag with the reduce brush from an area with a lower resolution over an area with higher resolution it will try to optimize that higher resolution area to the same level of the lower resolution area. Its incredibly intuitive once you get it.
Then finally there is a bug in sculptris which sometimes creates a potential trouble spot. This is something that can be resolved easily IF you deal with it right away. If you dont it will grow out into a pretty bad thing which is harder to solve (not impossible though). Ive made a picture of it for another post but ill repost it here for your convenience.
Hope this helps you.
3dioot
PS this may sound like a lot to watch out for but its not. Even the "trouble spots" have just become second nature for me. A quick lick with the smooth and reduce brush and its all good.
Thanks !!thats a good little tutorial.. and easy enough to keep in mind.
cheers
A man after my own heart! And 3dioot is right - there's a few things sculptris will do to try and kill your mesh from time to time but, once you get the hang of it, fixing them becomes almost automatic.like this program because it is truly the only sculping package that lets you forget about the "tech" going on under the hood...for the most part you can just think about art.
Excellent name, BTW!Oh, and your sculpts are none too shabby too
wow.. nice and clean doodles!! the dragon is my fave