Last edited by holyenigma74; 06-25-11 at 08:20 AM.
Made the Base mesh in Blender(it was easier to to make the fins that way etc.
Import into sculptris and did all sculpting and painting even rendered in sculptris.
Did some post production work with PS, compositing adding the extra fish. (changing levels, curves etc.)
I found the Lake picture from Wikimedia so i put his info at the bottom..(hope i did that right)
Last edited by holyenigma74; 06-25-11 at 05:54 PM.
Billy "No Strings" Yamamoto
this was a mixture of Sculptris, MeshMixer, And Blender.
MeshMixer was a critical part in making the shirt, pants, and shoes to separate. objs..
(Most of this model except for the head and hat started from the Silo Baseman with Shoes Mesh,
You can get a free trial of Silo and export the Baseman Mesh to Obj)
I actually modeled the shoes in MeshMixer too..
The Head and Hat sculpting and Texture painting was done with Sculptris,
Rendered with Blender internal render engine.
Last edited by holyenigma74; 07-12-11 at 08:59 AM.
If you dont want to use the "Silo Baseman models"
MeshMixer's Drag brush tool is great for making base meshes too !
I just made this mesh from a sphere in about 3 or 4 minutes in MeshMixer with the drag brush..
(What is geat about MeshMixer's drag Brush as opposed to Sculptris's grab tool,
is meshmixer refines the mesh as is drags and creates triangles..,
give it a try and turn on wireframe to see what im talking about..)
I guess its kinda like Sculptris grab tool with "limit" turned off,
but i think MeshMixer seems quicker for some reason just making the silhouette(just with the drag tool.
If RMS from MeshMixer is listening, we need a hotkey function to snap to Axis, like in Sculptris we have a "hotKey Z" that snaps to nearest axis,
front, left, top, back, right, bottom, etc.,meshMixer needs this.
with that, you cam select the chect and arms area and make a shirt,
select the legs area make pants, select the shoes area make shoes.. etc..
Last edited by holyenigma74; 07-12-11 at 01:51 PM.
Just did a Sculptris Render, Made the Sun Glasses in Blender.
this was done completely in Blender,
modeled/sculpted from a twice smooth subdivided cube(basically poly-sphere),
with 6 levels of multires modifier added.
textured and rendered in Blender as well. (final composite done in PS.)
I have to manually use the compositor, and save out each thing(AO, Spec, Color, Etc.. , the compositor is nice but its pretty hard to use, im much more familiar with photoshop, i can do it much faster over there..
Question: is there an easier way to do this?
A way to save all the Rendered layers as one file or a way to save the batch(each separate rendered layer) to a file?
Sculptris Main Forum
If you were trying to import into sculptris, or something involving sculptris, I could understand posting this here.
Just because there are multiple blender users on this forum, it doesn't make it a blender forum.
Try blenderartists.org it's a great forum for blender related questions.
WOW I really like your fishes really Xellent painting
Blue Ferret 3d .......... CG Society
" In Life like Art one must allways search for the connected Perspective " * D.J.S.
Fishes are great, almost a SSS effect, great painting.
I also like the figure of this boy.
But I don't really like the last blender sculpture, not so smooth. Especially ears need some more love, that's why we all love sculptris and dynamic tessellation.
If you need multi res meshes in blender, then do some experiments with retopo and shrink wrap modifier.
BTW you were asking about cycles node setup, have a look here: